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"Find me cards equivalent to: Grim Initiate"

Equivalent cards to Grim Initiate (red, 1-drop, gives a token on death):

  • Firedrinker Satyr: 1-drop red creature (not quite the same effect, but aggressive 1-drop).
  • Doomed Dissenter (if allowing black): 2-drop, creates a token on death.
  • Footlight Fiend: 1-drop red/black, gives value on death (deals 1 damage).
  • Zada's Commando: 2-drop red, has first strike and makes a token with cohort (not quite on death, but related).

Very few red 1-drops make a token on death, so Grim Initiate is quite unique in mono-red. Closest matches are in Rakdos (red/black).

Found Cards

5 Results

Doomed Dissenter

Firedrinker Satyr

Footlight Fiend

Grim Initiate

Zada's Commando

Doomed Dissenter #93 Creature — Human

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.24 EUR 0.03 EUR
    Tcgplayer / 0.15 USD 0.06 USD
    Manapool 0.15 USD / 0.28 USD
    Cardkingdom / 0.49 USD 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

    When this creature dies, create a 2/2 black Zombie creature token.

    Firedrinker Satyr #122 Creature — Satyr Shaman

    Info

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

    Rules

  • Damage dealt by Firedrinker Satyr due to its first ability isn't combat damage, even if combat damage caused the ability to trigger.
  • Firedrinker Satyr's first ability will trigger even if it's dealt lethal damage. For example, if it blocks a 7/7 creature, its ability will trigger and Firedrinker Satyr will deal 7 damage to you.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 0.49 USD
    Cardmarket / 0.58 EUR 0.12 EUR
    Manapool / 0.32 USD 0.15 USD
    Tcgplayer / 0.32 USD 0.18 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 this creature is dealt damage, it deals that much damage to you. : This creature gets +1/+0 until end of turn and deals 1 damage to you.

    Footlight Fiend #181 Creature — Devil

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Devil
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.05 USD 0.09 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 0.11 EUR / 0.15 EUR

    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 dies, it deals 1 damage to any target.

    Grim Initiate #130 Creature — Zombie Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Cardmarket 0.03 EUR / 0.73 EUR
    Cardkingdom / 0.79 USD 0.35 USD
    Tcgplayer / 0.64 USD 0.07 USD
    Manapool 0.15 USD / 0.48 USD

    Legalities

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

    Text

    First strike When this creature dies, amass Zombies 1. (Put a +1/+1counteron an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    Zada's Commando #OGW-120 Creature — Goblin Archer Ally

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Archer
  • Ally
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • To activate a cohort ability, the Ally with that ability must have been under your control continuously since the beginning of your most recent turn. Informally, it can't have "summoning sickness." However, the other Ally you tap can be one that just came under your control. (Note that tapping the second Ally doesn't use {T} [the tap symbol].)
  • Prices

    Seller Price
    Cardkingdom 0.39 USD
    Manapool 0.15 USD
    Tcgplayer 0.16 USD
    Cardmarket 0.12 EUR

    Legalities

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

    Text

    First strike Cohort — , Tap an untapped Ally you control: This creature deals 1 damage to target opponent or planeswalker.