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"Find me cards equivalent to: Caller of Gales"

Similar cards (all blue, as Caller of Gales) with a similar effect are:

  • Aerialist Instructor — {2}{U} for 2/2, when it enters, another creature gets flying until end of turn and you investigate.
  • Wind Zendikon — {U}, aura: turns a land into a 2/2 Flyer.
  • Sage Owl — {1}{U}, 1/1 Flyer, but no way to give other creatures flying.
  • Training Grounds — reduces ability costs for creatures, including Caller of Gales.

Closest equivalent for repeated granting of flying is Caller of Gales itself and Aerialist Instructor (one-shot). Very few blue creatures repeatedly grant flying at instant speed.

Found Cards

4 Results

Caller of Gales

Sage Owl

Training Grounds

Wind Zendikon

Caller of Gales #CN2-103 Creature — Merfolk Wizard

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 1
Power/Toughness: 1/1
Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.14 USD
    Manapool 0.15 USD
    Cardkingdom 0.35 USD
    Cardmarket 0.05 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : Target creature gains flying until end of turn.

    Sage Owl #95 Creature — Bird

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.06 EUR
    Manapool 0.15 USD
    Cardkingdom 0.35 USD
    Tcgplayer 0.08 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Flying When this creature enters, look at the top four cards of your library, then put them back in any order.

    Training Grounds #20 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's {X}{R} cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text.
  • If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of {1}.
  • Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced.
  • Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes {X}. For example, Drana, Kalastria Bloodchief has an activated ability that costs {X}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. This is true even if the ability states that {X} must be paid with a certain color of mana, as Crimson Hellkite's ability does.
  • Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is {2}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}.
  • Training Grounds reduces the generic mana in waterbend costs for activated abilities. It will not reduce waterbend costs that are additional costs for casting spells.
  • Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Urabrask has an activated ability that costs {R}, and Suppression Field says "Activated abilities cost {2} more to activate unless they're mana abilities." Since activating Urabrask's activated ability would now cost {2}{R}, Training Grounds reduces that cost back to {R}.
  • Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any.
  • Prices

    Seller Price
    Cardmarket 3.9 EUR / 5.45 EUR
    Tcgplayer 5.75 USD / 7.91 USD
    Cardkingdom / 12.99 USD 8.99 USD
    Manapool 5.8 USD / 7.37 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Wind Zendikon #46 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature, this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
  • An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
  • If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.
  • If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.
  • The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.
  • When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger.
  • Prices

    Seller Price
    Cardmarket 0.11 EUR / 0.49 EUR
    Manapool / 0.39 USD 0.15 USD
    Cardkingdom 0.35 USD / 1.49 USD
    Tcgplayer / 0.55 USD 0.09 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.