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"Find me cards equivalent to: Domri's Ambush"

Cards equivalent to Domri's Ambush (type: Sorcery, color: Green/Red):

  • Courage in Crisis (G) — Puts a +1/+1 counter and proliferates. Both buff but doesn't fight.
  • Primal Might (G) — Sorcery, gives +X/+X and fights, but is mono-green.
  • Feral Contest (G) — Sorcery, gives a counter and a fight, but mono-green.
  • Outmuscle (G) — Sorcery, puts a counter and fights, can gain indestructible, but mono-green.

No direct two-color (G/R) sorcery exactly like Domri's Ambush, but Domri's Ambush is unique at sorcery speed with both +1/+1 counter and damage to creatures or planeswalkers, restricted to Gruul (G/R). For instant-speed equivalents, consider Clear Shot (G, instant), but not two-color.

Found Cards

6 Results

Clear Shot

Courage in Crisis

Domri's Ambush

Feral Contest

Outmuscle

Primal Might

Clear Shot #189 Instant

Info

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

    Rules

  • As Clear Shot tries to resolve, if either creature is an illegal target, the creature you control won't deal damage. If the creature you control is a legal target but the other creature isn't, your creature will still get +1/+1.
  • You can't cast Clear Shot unless you choose a creature you control and a creature you don't control as targets.
  • 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

    Target creature you control gets +1/+1 until end of turn. It deals damage equal to its power to target creature you don't control.

    Courage in Crisis #158 Sorcery

    Info

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

    Abilities/Keywords

    Proliferate

    Rules

  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.3 USD
    Cardmarket 0.12 EUR / 0.39 EUR
    Tcgplayer / 0.38 USD 0.26 USD
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature, then proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Domri's Ambush #192 Sorcery

    Info

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

    Rules

  • If either target is an illegal target as Domri’s Ambush tries to resolve, the creature you control won’t deal damage.
  • If the creature you control is an illegal target as Domri’s Ambush tries to resolve, you won’t put a +1/+1 counter on it. If that creature is a legal target but the other target isn’t, you’ll still put the counter on the creature you control.
  • You can’t cast Domri’s Ambush unless you choose both a creature you control and a creature or planeswalker you don’t control as targets.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.35 USD
    Manapool 0.15 USD / 0.29 USD
    Cardmarket / 0.5 EUR 0.1 EUR
    Tcgplayer / 0.54 USD 0.31 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature you control. Then that creature deals damage equal to its power to target creature or planeswalker you don't control.

    Feral Contest #100 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Casting Feral Contest doesn’t force you to attack with the first targeted creature that turn. If that creature doesn’t attack, the second targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.
  • If just the first targeted creature is an illegal target by the time Feral Contest resolves, it won’t get a +1/+1 counter. However, the second targeted creature is still affected by the blocking restriction the spell imposes, so it’ll have to block the first targeted creature that turn if able.
  • If just the second targeted creature is an illegal target by the time Feral Contest resolves, the first targeted creature will get a +1/+1 counter, but the second targeted creature won’t have to block it that turn.
  • If you attack with the first targeted creature but the second targeted creature isn’t able to block it (for example, because the first targeted creature has flying and the second one doesn’t), the requirement to block does nothing. The second targeted creature is free to block whichever creature its controller chooses, or block no creatures at all.
  • Tapped creatures, creatures that can’t block as the result of an effect, creatures with unpaid costs to block (such as those from War Cadence), and creatures that aren’t controlled by the defending player are exempt from effects that would require them to block. Such creatures can be targeted by Feral Contest, but the requirement to block does nothing.
  • You must choose two targets as you cast Feral Contest: a creature you control and any other creature. If you can’t (because there’s only one creature on the battlefield, perhaps), then you can’t cast the spell. Note that the second target may also be a creature you control.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.13 USD
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.21 EUR 0.03 EUR

    Legalities

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

    Text

    Put a +1/+1counteron target creature you control. Another target creature blocks it this turn if able.

    Outmuscle #ELD-170 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Fight

    Rules

  • Adamant effects check what mana was actually spent to cast a spell. If an effect allows you to spend mana “as though it were mana” of any color or type, that allows you to spend mana you couldn't otherwise spend, but it doesn't change what mana you spent to cast the spell.
  • Because state-based actions don't destroy a creature with lethal damage marked on it until a player would receive priority, gaining indestructible from Outmuscle will save your creature if it's dealt lethal damage in the fight.
  • If an effect allows you to cast a spell without paying its mana cost, you can't choose to cast it and pay unless another rule or effect allows you to cast that spell for a cost. Similarly, you can't waive a cost reduction unless that effect says you may.
  • If an instant or sorcery spell has an adamant ability, you perform the spell's instructions in order. You don't perform the adamant instruction before the spell resolves or before any other effects printed above it.
  • If either target is an illegal target as Outmuscle tries to resolve, neither creature will deal or be dealt damage.
  • If the creature you control is an illegal target as Outmuscle tries to resolve, no creature gets a +1/+1 counter. If that creature is a legal target but the creature you don't control isn't, it still gets a +1/+1 counter and gains indestructible if appropriate.
  • If you copy a spell that has an adamant ability, no mana was spent to cast the copy at all, so that ability won't apply.
  • You can't cast Outmuscle unless you choose both a creature you control and a creature you don't control as targets.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Tcgplayer 0.15 USD
    Cardkingdom 0.35 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature you control, then it fights target creature you don't control. (Each deals damage equal to its power to the other.) Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.

    Primal Might #283 Sorcery

    Info

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

    Abilities/Keywords

    Fight

    Rules

  • If the creature you control is an illegal target as Primal Might tries to resolve, no creature gets +X/+X. If that creature is a legal target but the creature you don't control isn't, it still gets +X/+X.
  • If you choose two target creatures and either target is an illegal target as Primal Might tries to resolve, neither creature will deal or be dealt damage.
  • You can cast Primal Might targeting only the creature you control.
  • You can cast Primal Might with 0 as the value of X to just have the two target creatures fight.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.18 EUR
    Cardkingdom 0.49 USD
    Tcgplayer 0.34 USD

    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 you control gets +X/+X until end of turn. Then it fights up to one target creature you don't control. (Each deals damage equal to its power to the other.)