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"Find me cards equivalent to: Fugitive Codebreaker"

Equivalent cards to Fugitive Codebreaker (matching type: Goblin or Rogue, color: red, with similar mechanics/effects):

1. Chandra, Fire of Kaladesh
Color: R
Type: Legendary Creature – Human Shaman

Reason: Haste; turns into Planeswalker and enables card draw via ability synergy.

2. Runaway Steam-Kin
Color: R
Type: Creature — Elemental

Reason: Synergizes with instants/sorceries, lots of cast-and-attack play.

3. Anje's Ravager
Color: R
Type: Creature – Vampire

Reason: Attacks each combat if able, discards your hand then draws three cards on attack, similar to Codebreaker's face-up effect.

4. Grenzo, Havoc Raiser
Color: R
Type: Legendary Creature – Goblin Rogue

Reason: Applies Goblin Rogue synergy with powerful effects on combat damage.

5. Fugitive Codebreaker (for completeness)

These cards reflect similar color, types, and/or mechanical elements like card draw upon attacking, discard/draw, or spell synergy.

Found Cards

4 Results

Anje's Ravager

Fugitive Codebreaker

Grenzo, Havoc Raiser

Runaway Steam-Kin

Anje's Ravager #141 Creature — Vampire Berserker

Info

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

    Abilities/Keywords

    Madness

    Rules

  • If Anje's Ravager can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • If any of the cards you discard have madness, you'll choose whether to cast them after you've drawn three cards.
  • You draw three cards while resolving the triggered ability, even if you discarded zero cards.
  • A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
  • A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
  • Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
  • Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
  • If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
  • If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
  • If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
  • Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • Prices

    Seller Price
    Manapool 0.2 USD
    Cardmarket / 0.2 EUR 0.43 EUR
    Cardkingdom 0.99 USD
    Tcgplayer 0.37 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 creature attacks each combat if able. Whenever this creature attacks,discardyour hand, then draw three cards. Madness (If youdiscardthis card,discardit into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Fugitive Codebreaker #127p Creature — Goblin Rogue

    Info

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

    Abilities/Keywords

    Disguise Haste Prowess

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
  • Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • If you have no cards in hand when Fugitive Codebreaker's last ability resolves, you won't discard any cards, but you'll still draw three cards.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Cardmarket / 0.36 EUR 0.38 EUR
    Tcgplayer 0.8 USD
    Cardkingdom 0.49 USD / 2.49 USD
    Manapool 0.33 USD / 0.81 USD

    Legalities

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

    Text

    Prowess, haste Disguise . This cost is reduced by for each instant and sorcery card in your graveyard. (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up,discardyour hand, then draw three cards.

    Grenzo, Havoc Raiser #M3C-213 Legendary Creature — Goblin Rogue

    Info

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

    Abilities/Keywords

    Goad

    Rules

  • Casting the exiled card follows the normal rules for casting that card. You must pay its costs, and you must follow all applicable timing rules. For example, if you exile a creature card this way, you must wait until your main phase to cast it.
  • If you don't cast the card, it will remain in exile.
  • If you exile a land card this way, you can't play it.
  • The card exiled by the second mode is exiled face up.
  • Attacking with a goaded creature doesn't cause it to stop being goaded. If there is an additional combat phase that turn, or if another player gains control of it before it stops being goaded, it must attack again if able.
  • Being goaded isn't an ability the creature has. Once it's been goaded, it must attack as detailed above even if it loses all abilities.
  • If a creature you control has been goaded by multiple opponents, it must attack one of your opponents that hasn't goaded it, as that fulfills the maximum number of goad requirements. If a creature you control has been goaded by each of your opponents, the creature must attack an opponent (rather than a planeswalker or battle), but you choose which opponent it attacks.
  • If the creature doesn't meet any of the above exceptions and can attack, it must attack a player other than the controller of the spell or ability that goaded it if able. If the creature can't attack any of those players but could otherwise attack, it must attack a planeswalker an opponent controls, a battle an opponent controls, or a player who goaded it.
  • If, during a player's declare attackers step, a creature that player controls that's been goaded is tapped, is affected by a spell or ability that says it can't attack, or hasn't been under that player's control continuously since the turn began (and doesn't have haste), then it doesn't attack. If there's a cost associated with having a creature attack a player, its controller isn't forced to pay that cost, so it doesn't have to attack that player.
  • Prices

    Seller Price
    Cardmarket 0.27 EUR
    Tcgplayer 0.28 USD
    Manapool 0.2 USD

    Legalities

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

    Text

    Whenever a creature you control deals combat damage to a player, choose one — • Goad target creature that player controls. • Exile the top card of that player's library. Until end of turn, you may cast that card and you may spend mana as though it were mana of any color to cast that spell.

    Runaway Steam-Kin #115s Creature — Elemental

    Info

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

    Rules

  • If Runaway Steam-Kin has three or more +1/+1 counters on it after you’re done paying for a red spell, its ability doesn’t trigger at all. If it has three or more +1/+1 counters on it as its triggered ability resolves, it doesn’t get a +1/+1 counter.
  • Runaway Steam-Kin has to be on the battlefield for its ability to trigger. Casting it won’t trigger its own ability.
  • Runaway Steam-Kin’s triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 9.53 USD
    Cardkingdom 12.99 USD
    Manapool 8.25 USD
    Cardmarket 2.56 EUR

    Legalities

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

    Text

    Whenever you cast a red spell, if this creature has fewer than three +1/+1 counters on it, put a +1/+1counteron this creature. Remove three +1/+1 counters from this creature: Add .