cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Hythonia the Cruel"

Equivalent cards to Hythonia the Cruel (Legendary, Black, Gorgon, board wipe ability) include:
1. Yawgmoth, Thran Physician – Legendary, Black, interacts with -1/-1 counters and creature removal.
2. Massacre Girl – Black, creature, board wipe-like effect (chain reaction killing).
3. Archfiend of Despair – Legendary, Black, big finisher, although not a board wipe, similar in role as a game-ending threat.
4. Demon of Dark Schemes – Black, creature, enters with a board wipe effect and potential for later value.


Reason: There are very few legendary black creatures with a board wipe effect as a triggered ability, so these cards offer similar high-impact, creature-removal and legendary/major threat attributes. Search card included: Hythonia the Cruel

Found Cards

5 Results

Archfiend of Despair

Demon of Dark Schemes

Hythonia the Cruel

Massacre Girl

Yawgmoth, Thran Physician

Archfiend of Despair #503 Creature — Demon

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 8
Power/Toughness: 6/6
Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Archfiend of Despair’s last ability counts only how much life was lost. It doesn’t care whether a player also gained life.
  • In a Two-Headed Giant game, damage and life loss happen to each player individually. If each player on a team is dealt 2 damage, each of those players loses 2 life and the team’s life total goes down by 4. When Archfiend of Despair’s ability resolves, each of those players again loses 2 life and the team’s life total goes down again by 4; they don’t each lose 4 life.
  • The amount of life to lose is determined only as Archfiend of Despair’s triggered ability resolves. For example, if you control two of them and an opponent lost 3 life earlier in the turn, the first ability to resolve would have that player lose 3 life, and the second would have that player lose 6 life.
  • Prices

    Seller Price
    Manapool / 57.2 USD 57.2 USD
    Tcgplayer 38.11 USD
    Cardmarket 30.36 EUR
    Cardkingdom 49.99 USD

    Legalities

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

    Text

    Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)

    Demon of Dark Schemes #73s Creature — Demon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • Demon of Dark Schemes's second triggered ability triggers whenever another creature dies for any reason, not just due to the first triggered ability.
  • If Demon of Dark Schemes dies at the same time as another creature, its second triggered ability triggers.
  • If a creature's owner leaves the game after you've put that creature onto the battlefield with Demon of Dark Schemes's last ability, the creature leaves with that player. If you leave the game before that player, the creature is exiled.
  • The set of creatures affected by Demon of Dark Schemes's first triggered ability is determined as the ability resolves. Creatures that enter the battlefield later in the turn and noncreature permanents that become creatures later in the turn won't get -2/-2.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardmarket 3.94 EUR
    Cardkingdom 12.99 USD
    Tcgplayer 8.56 USD
    Manapool 8.59 USD

    Legalities

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

    Text

    Flying When this creature enters, all other creatures get -2/-2 until end of turn. Whenever another creature dies, you get (an energy counter). , Pay : Put target creature card from a graveyard onto the battlefield under your control tapped.

    Hythonia the Cruel #91 Legendary Creature — Gorgon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 4/6
    Types:
  • Creature
  • SubTypes:
  • Gorgon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Deathtouch Monstrosity

    Rules

  • An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
  • Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
  • Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
  • Prices

    Seller Price
    Cardmarket / 1.65 EUR 0.43 EUR
    Cardkingdom 0.99 USD / 1.99 USD
    Tcgplayer 0.37 USD / 2.09 USD
    Manapool 0.17 USD / 0.38 USD

    Legalities

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

    Text

    Deathtouch : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When Hythonia becomes monstrous,destroyall non-Gorgon creatures.

    Massacre Girl #67 Legendary Creature — Human Assassin

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Assassin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace

    Rules

  • A creature with 0 toughness doesn't die immediately. Rather, the creature dies the next time a player would receive priority. This means that any creatures whose toughness becomes 0 as Massacre Girl's enters-the-battlefield ability resolves will remain on the battlefield until just after the delayed triggered ability has been created.
  • Creatures that die while Massacre Girl's triggered ability is still on the stack won't cause its delayed triggered ability to trigger since that delayed triggered ability hasn't been created yet.
  • If more than one creature dies at once, Massacre Girl's delayed triggered ability triggers that many times.
  • Massacre Girl's enters-the-battlefield triggered ability and its delayed triggered ability each affect only creatures on the battlefield at the time that those abilities resolve. Creatures that enter the battlefield or become creatures later in the turn won't get -1/-1 unless the delayed triggered ability triggers and resolves again later.
  • Once Massacre Girl's enters-the-battlefield ability has triggered, it doesn't matter whether Massacre Girl remains on the battlefield. The delayed triggered ability will be created as the enters-the-battlefield ability resolves.
  • Prices

    Seller Price
    Manapool 52.08 USD
    Tcgplayer 49.99 USD
    Cardmarket 213.2 EUR

    Legalities

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

    Text

    Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

    Yawgmoth, Thran Physician #336 Legendary Creature — Human Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 4
    Power/Toughness: 2/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Proliferate Protection

    Rules

  • Protection from Humans refers only to the creature type Human. As far as Yawgmoth is concerned, you, your opponents, and planeswalkers aren't Humans.
  • You may activate Yawgmoth's first activated ability without choosing a target creature. You'll just draw a card. However, if you choose a target and it becomes illegal before the ability tries to resolve, the ability won't resolve and you won't draw a card.
  • If a permanent has +1/+1 counters and -1/-1 counters on it, they're removed in pairs as a state-based action until that permanent has only one of those kinds of counters on it.
  • 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'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.
  • 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
    Cardkingdom 34.99 USD
    Manapool / 239.44 USD 35.82 USD
    Tcgplayer 35.86 USD / 85.44 USD
    Cardmarket 29.16 EUR / 39.54 EUR

    Legalities

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

    Text

    Protection from Humans Pay 1 life,Sacrificeanother creature: Put a -1/-1counteron up to one target creature and draw a card. ,Discarda card: Proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)