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"Find me cards equivalent to: Deathgrip"

Cards equivalent to Deathgrip (type: Enchantment, color: Black, similar effect) are:

  • Withering Wisps (sort of similar, controls green creatures, but not a counter)
  • Gloom (slows down white spells, similar hate card)
  • Lifebane Zombie (exiles green/white creature cards from hand)
  • Dread of Night (reduces power/toughness of white creatures)

No other black enchantment does exactly what Deathgrip does for green spells; the listed cards offer related color-hate effects.

Found Cards

5 Results

Deathgrip

Dread of Night

Gloom

Lifebane Zombie

Withering Wisps

Deathgrip #101 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 3.82 USD
    Cardkingdom 1.49 USD
    Cardmarket 3.26 EUR
    Manapool 0.59 USD

    Legalities

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

    Text

    :Countertarget green spell.

    Dread of Night #bs130sb Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.23 USD
    Cardkingdom 0.35 USD
    Cardmarket 0.46 EUR
    Tcgplayer 0.42 USD

    Legalities

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

    Text

    White creatures get -1/-1.

    Gloom #113 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The additional mana is paid at the same time the spell/ability is cast/activated.
  • The extra mana is not considered part of the activation cost. It is a separate cost.
  • The extra mana is part of the total cost, so cost reducers can be applied to this cost.
  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price

    Legalities

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

    Text

    White spells cost more to cast. Activated abilities of white enchantments cost more to activate.

    Lifebane Zombie #101 Creature — Zombie Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/1
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Intimidate

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.49 USD
    Tcgplayer / 0.8 USD 0.37 USD
    Manapool 0.15 USD / 0.45 USD
    Cardmarket 0.25 EUR / 0.92 EUR

    Legalities

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

    Text

    Intimidate (This creature can't be blocked except by artifact creatures and/or creatures that share a color with it.) When this creature enters, target opponent reveals their hand. You choose a green or white creature card from it and exile that card.

    Withering Wisps #114 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If all creatures leave the battlefield during a turn's End step (after any "at the beginning of the end step" triggers would have triggered that turn), Withering Wisps will remain on the battlefield because the trigger condition has already passed.
  • The number of snow Swamps you control and the number of times Withering Wisps's ability has been activated so far that turn are checked each time you attempt to activate the ability.
  • Withering Wisps's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless there are no creatures on the battlefield when a turn's end step begins, and (2) the ability will do nothing if there are any creatures on the battlefield by the time the ability resolves.
  • Prices

    Seller Price

    Legalities

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

    Text

    At the beginning of the end step, if no creatures are on the battlefield,sacrificethis enchantment. : This enchantment deals 1 damage to each creature and each player. Activate no more times each turn than the number of snow Swamps you control.