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"Find me cards equivalent to: Delver's Torch"

Equivalent cards to Delver's Torch (White, Artifact — Equipment, bonuses & venture into the dungeon):
1. Dungeoneer's Pack (Provides a venture trigger, but is not Equipment and is colorless).
2. Veteran Dungeoneer (White, ventures on attack, but is a creature—not Equipment).
3. Fifty Feet of Rope (Equips, ventures, but not White and gives different abilities).
4. Plate Armor (White Equipment, pump effect, no venture).
5. Dungeoneer's Pack is the closest in terms of dungeons, but not as Equipment.

Summary:
No direct white Equipment matches Delver's Torch exactly. Plate Armor is closest for pump effect, Dungeoneer's Pack for venturing. Delver's Torch is unique for equipment plus venture in white.

Found Cards

5 Results

Delver's Torch

Dungeoneer's Pack

Fifty Feet of Rope

Plate Armor

Veteran Dungeoneer

Delver's Torch #10 Artifact — Equipment

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 2
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer 0.22 USD / 0.19 USD
    Cardmarket 0.1 EUR / 0.25 EUR

    Legalities

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

    Text

    Equipped creature gets +1/+1. Whenever equipped creature attacks, venture into the dungeon. (Enter the first room or advance to the next room.) Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Dungeoneer's Pack #312 Artifact

    Info

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

    Abilities/Keywords

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you're already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you're already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.21 EUR / 0.23 EUR
    Manapool 0.15 USD / 0.2 USD
    Tcgplayer 0.11 USD / 0.24 USD

    Legalities

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

    Text

    This artifact enters tapped. , ,Sacrificethis artifact: You take the initiative, gain 3 life, draw a card, and create a Treasure token. Activate only as a sorcery. (A Treasure token is an artifact with ",Sacrificethis token: Add one mana of any color.")

    Fifty Feet of Rope #244 Artifact

    Info

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

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The Tie Up ability doesn't tap the creature, it just prevents it from untapping if it is already tapped or becomes tapped through some other means.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Cardmarket 0.1 EUR / 0.21 EUR
    Tcgplayer / 0.25 USD 0.16 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.23 USD 0.15 USD

    Legalities

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

    Text

    Climb Over — : Target Wall can't block this turn. Tie Up — , : Target creature doesn't untap during its controller's next untap step. Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

    Plate Armor #32 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If a creature with ward is equipped with Plate Armor, becoming the target of a spell or ability an opponent controls will cause both ward abilities to trigger.
  • If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
  • Prices

    Seller Price
    Cardmarket / 0.22 EUR 0.16 EUR
    Tcgplayer / 0.38 USD 0.37 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.18 USD 0.15 USD

    Legalities

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

    Text

    Equipped creature gets +3/+3 and has ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls,counterit unless that player pays .) Equip . This ability costs less to activate for each other Equipment you control. (: Attach to target creature you control. Equip only as a sorcery.)

    Veteran Dungeoneer #40 Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.22 USD / 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.08 EUR / 0.2 EUR
    Manapool / 0.15 USD 0.15 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 this creature enters, venture into the dungeon. (Enter the first room or advance to the next room.)