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"Find me cards equivalent to: Devil K. Nevil"

Equivalent cards to Devil K. Nevil (red Legendary Creature, with haste and a jumping pseudo-evasion/growth mechanic):

  • Chagra, the Usurper (Legendary Creature, red, ACORN; evasive ability, gets bigger each time it hits).
  • Etali, Primal Storm (Legendary Creature, red; haste, does an effect when attacking).
  • Akoum Warrior // Akoum Teeth (red, not legendary but haste and enters with an effect).
  • Zurgo Bellstriker (Legendary Creature, red; haste, can’t block larger creatures, changes state).
  • Krenko, Tin Street Kingpin (Legendary Creature, red; grows with attacks similar to +1/+1 counters).

Note: None do the exact “jumping” ability, but they all fit the legendary red creature, enters or attacks and grows/gets an effect mold.

Found Cards

4 Results

Devil K. Nevil

Etali, Primal Storm

Krenko, Tin Street Kingpin

Zurgo Bellstriker

Devil K. Nevil #500 Legendary Creature — Devil Performer

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Devil
  • Performer
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Haste

    Rules

  • For any card involved in the jump, the card sleeve it’s in is considered part of the card.
  • For anything involved in the jump that’s a token, including Devil K. Nevil itself, use a Magic card-sized card as a substitute. Magic cards are the most Magic card-sized thing we can think of.
  • If Devil K. Nevil is in a card sleeve, you may take it out of the sleeve if you’d like (assuming you own the card; ask permission if you don’t). However, no other modifications are allowed to the card. You can’t put anything into the sleeve to make it heavier, for example. You also can’t bend, fold, or do anything else to the card that would make it unplayable in your deck.
  • In case the video doesn’t clarify what jumping Devil K. Nevil over any number of creatures means, perhaps a lengthy text explanation will help. First, place Devil K. Nevil at the edge of the table such that about half the card vertically is sticking over the edge of the table. Then take any number of creatures on the battlefield and place them side-by-side on the table in front of Devil K. Nevil. Those creature cards should be horizontal to Devil K. Nevil’s vertical from your perspective (unless they’re not cards—see below). Ideally, the first creature card should be as close to Devil K. Nevil as it can be without touching it, but if you’d like to make the jump more difficult, we’re not going to stop you. To execute the jump, flick Devil K. Nevil from underneath to cause it to fly up into the air and forward, majestically flying over the line of creatures. You can’t just flick him horizontally. Devil craves hang time. If Devil comes to rest completely past the creatures without touching any of them, it has cleared those creatures and will earn those +1/+1 counters. If it touches any of the creatures during the jump, that’s okay, as long as Devil comes to rest past the creatures, not touching any of them. All of Devil K. Nevil must be past the farthest creature for the jump to be successful. If Devil veers off to the side and doesn’t get farther than the last creature, the jump is unsuccessful, even if it comes to rest not touching any of the creatures. An unsuccessful jump has no consequences other than shame. Shame and no +1/+1 counters.
  • The jump is considered attempted if your hand makes contact with Devil K. Nevil and it moves. You can’t use anything other than your hand to flick Devil K. Nevil. If you’re wearing gloves (which are basically card sleeves for hands), those count as part of your hand.
  • You may choose to jump over no creatures—and thus not attempt a jump—if you want. If there are no other creatures on the battlefield as the enters-the-battlefield ability resolves, Devil K. Nevil is a stunt devil without a stunt and there won’t be a jump.
  • You may use any creatures on the battlefield except Devil K. Nevil itself for the jump, including your opponent’s creatures. You are limited to the number of other creatures on the battlefield for the jump attempt.
  • Prices

    Seller Price
    Cardmarket 0.27 EUR
    Tcgplayer 0.27 USD
    Cardkingdom 0.49 USD
    Manapool 0.17 USD

    Legalities

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

    Text

    Haste When Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)

    Etali, Primal Storm #342 Legendary Creature — Elder Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 6
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Elder
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any cards not cast, including land cards, remain in exile. They can't be cast on later turns, even if Etali attacks again.
  • Because all attacking creatures are chosen at once, a creature cast this way can't attack during the same combat as Etali, even if it has haste.
  • If an exiled card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, those must be paid to cast the card.
  • If you cast any of the exiled cards, you do so as part of the resolution of the triggered ability. You can't wait to cast them later in the turn. Timing permissions based on a card's type are ignored, and the spells resolve before blockers are declared.
  • If you cast more than one of the exiled cards, you choose the order in which to cast them. A spell you cast this way can be the target of a later spell you cast this way. However, permanent spells cast this way won't resolve until you're done casting spells, so the permanents they become can't be the target of spells cast this way. For example, if you exile Twincast and Lightning Strike, you can cast Lightning Strike and then cast Twincast targeting it; but if you exile a creature card and an Aura card, you can't cast that Aura targeting that creature.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Etali's ability are exiled.
  • Prices

    Seller Price
    Tcgplayer 1.51 USD / 16.6 USD
    Manapool / 19.12 USD 1.01 USD
    Cardkingdom 2.79 USD / 37.99 USD
    Cardmarket / 13.01 EUR 0.74 EUR

    Legalities

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

    Text

    Whenever Etali attacks, exile the top card of each player's library, then you may cast any number of spells from among those cards without paying their mana costs.

    Krenko, Tin Street Kingpin #1027 Legendary Creature — Goblin

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If Krenko leaves the battlefield after its ability has triggered but before it resolves, you don't put a +1/+1 counter on it, but you do use its power as it last existed before it left the battlefield to determine how many Goblin tokens to create.
  • The tokens created by Krenko's triggered ability aren't attacking. Because all attackers are chosen at once, a token created this way can't attack, even if it gains haste.
  • Prices

    Seller Price
    Cardmarket / 41.35 EUR 30.77 EUR
    Cardkingdom 59.99 USD / 54.99 USD
    Manapool / 47.43 USD 33.36 USD
    Tcgplayer / 46.89 USD 42.51 USD

    Legalities

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

    Text

    Whenever Krenko attacks, put a +1/+1counteron it, then create a number of 1/1 red Goblin creature tokens equal to Krenko's power.

    Zurgo Bellstriker #169s Legendary Creature — Orc Warrior

    Info

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

    Abilities/Keywords

    Dash

    Rules

  • Even though both cards portray the same character, Zurgo Bellstriker and Zurgo Helmsmasher have different names. Controlling both of them won't invoke the "legend rule."
  • If a creature enters the battlefield as a copy of or becomes a copy of a creature whose dash cost was paid, the copy won't have haste and won't be returned to its owner's hand.
  • If you choose to pay the dash cost rather than the mana cost, you're still casting the spell. It goes on the stack and can be responded to and countered. You can cast a creature spell for its dash cost only when you otherwise could cast that creature spell. Most of the time, this means during your main phase when the stack is empty.
  • If you pay the dash cost to cast a creature spell, that card will be returned to its owner's hand only if it's still on the battlefield when its triggered ability resolves. If it dies or goes to another zone before then, it will stay where it is.
  • Once Zurgo Bellstriker has legally blocked a creature, raising that creature's power to 2 or greater won't undo the block.
  • You don't have to attack with the creature with dash unless another ability says you do.
  • Prices

    Seller Price
    Cardmarket 3.78 EUR
    Tcgplayer 2.44 USD
    Manapool 1.56 USD
    Cardkingdom 3.99 USD

    Legalities

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

    Text

    Zurgo can't block creatures with power 2 or greater. Dash (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)