cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Delight in the Hunt"

Equivalent cards to Delight in the Hunt (type: Scheme, colorless, similar effects: create token and prevent damage):
1. Your Fate is Thrice Sealed (Scheme) — Creates multiple creature tokens.
2. Your Puny Minds Cannot Fathom (Scheme) — Prevents all damage dealt to you (not creatures but similar prevention mechanic).
3. My Crushing Masterstroke (Scheme) — Creates tokens, colorless.

These are all colorless Schemes with effects similar to creating tokens or preventing damage. Delight in the Hunt remains unique in combining both effects.

Found Cards

3 Results

Delight in the Hunt

My Crushing Masterstroke

Your Puny Minds Cannot Fathom

Delight in the Hunt #5★ Scheme

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 0
Power/Toughness: /
Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme
    Tokens:

    Rules

  • This scheme’s effect prevents damage that would be dealt to any creature you control this turn, even those that come under your control later in the turn.
  • Prices

    Seller Price
    Tcgplayer 2.17 USD
    Cardmarket 0.41 EUR
    Cardkingdom 5.99 USD
    Manapool 0.82 USD

    Legalities

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

    Text

    When you set this scheme in motion, create a 3/3 black Horror creature token and prevent all damage that would be dealt to creatures you control this turn.

    My Crushing Masterstroke #27★ Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme

    Rules

  • Each of those permanents attacks its owner if able, not necessarily the player you gained control of it from.
  • Each of those permanents that is a creature at the time your declare attackers step begins must attack its owner if able. This includes permanents that became creatures after you gained control of them. Any of those permanents that aren't creatures at that time can't attack.
  • If one of those creatures can't attack its owner that turn due to a spell or ability (such as Chronomantic Escape), you may have it attack another player, attack a planeswalker an opponent controls, attack a battle an opponent protects, or not attack at all. If there's a cost with having that creature attack its owner, you aren't forced to pay that cost, so you may have it attack another player, attack a planeswalker an opponent controls, attack a battle an opponent protects, or not attack at all.
  • If, during your declare attackers step, one of the permanents you gained control of this way that's a creature is tapped or is affected by a spell or ability that says it can't attack, then it doesn't attack. If there's a cost associated with having that creature attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
  • Prices

    Seller Price
    Cardmarket 9.16 EUR
    Cardkingdom 2.99 USD
    Tcgplayer 14.08 USD
    Manapool 11.81 USD

    Legalities

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

    Text

    When you set this scheme in motion, gain control of all nonland permanents your opponents control until end of turn. Untap those permanents. They gain haste until end of turn. Each of them attacks its owner this turn if able.

    Your Puny Minds Cannot Fathom #44★ Scheme

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Scheme
  • SubTypes:
    Languages:
    Layout:
    Scheme

    Rules

  • If multiple effects modify your hand size, apply them in timestamp order. For example, if you put Null Profusion (an enchantment that says your maximum hand size is two) onto the battlefield and later set this scheme in motion, you’ll have no maximum hand size until your next turn. However, if you set this scheme in motion and then put Null Profusion onto the battlefield that turn, your maximum hand size would be two.
  • The effect doesn’t wear off until just before your next untap step (even if an effect will cause that untap step to be skipped). Effectively, that means it removes your maximum hand size just during the turn in which you set it in motion.
  • What your maximum hand size is (or whether you even have one) matters only during the cleanup step during the ending phase of your turn.
  • Prices

    Seller Price
    Cardmarket 0.33 EUR
    Cardkingdom 0.59 USD
    Manapool 1.32 USD
    Tcgplayer 1.72 USD

    Legalities

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

    Text

    When you set this scheme in motion, draw four cards. You have no maximum hand size until your next turn.