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"Find me cards equivalent to: Iron Hills Stalwart"

Equivalent Red cards to Iron Hills Stalwart are rare because red creatures with reach and trample, and that interact with Equipment are uncommon. The closest are:
1. Ardenn, Intrepid Archaeologist (Red/White) – Moves Equipment at combat, but is not mono-red or a Dwarf.
2. Blood Aspirant (Red) – Has some Equipment synergy in red but lacks reach/trample.
3. Akiri, Fearless Voyager (Red/White) – Equipment synergy, but not mono-red and doesn't attach on entry.
4. Kazuul's Toll Collector (Red) – 0: Attach target Equipment you control but lacks reach/trample.

Summary:
No exact mono-red equivalent to Iron Hills Stalwart with reach, trample, and equipment attachment. Kazuul's Toll Collector is the closest for the attach ability, but lacks the other attributes.

Found Cards

5 Results

Akiri, Fearless Voyager

Ardenn, Intrepid Archaeologist

Blood Aspirant

Iron Hills Stalwart

Kazuul's Toll Collector

Akiri, Fearless Voyager #365 Legendary Creature — Kor Warrior

Info

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

    Rules

  • Akiri's first ability has you draw just one card per player you attack with an equipped creature, no matter how many equipped creatures you attack them with beyond the first and no matter how many Equipment that creature's carrying beyond the first.
  • If the creature is already tapped, it just gains indestructible until end of turn.
  • The Equipment that's unattached remains on the battlefield.
  • You choose which Equipment to unattach as Akiri's second ability resolves. Unattaching an Equipment from a creature won't affect other Equipment attached to that creature. No player can take actions between the time you unattach that Equipment and the time that the creature becomes tapped and gains indestructible.
  • Equipped creatures attacking a planeswalker or battle won't cause Akiri's first ability to trigger.
  • Prices

    Seller Price
    Tcgplayer 4.04 USD / 4.62 USD
    Cardmarket / 3.91 EUR 2.87 EUR
    Cardkingdom / 3.99 USD 3.99 USD
    Manapool / 3.28 USD 2.42 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 you attack a player with one or more equipped creatures, draw a card. : You may unattach an Equipment from a creature you control. If you do, tap that creature and it gains indestructible until end of turn.

    Ardenn, Intrepid Archaeologist #CMR-10 Legendary Creature — Kor Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Kor
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • Other players and permanents controlled by other players can be targeted by Ardenn's ability. This can cause Equipment under your control to be attached to a creature an opponent controls. Auras and Equipment that say "you" still refer to you, as you still control them. Ardenn's ability can't cause an Aura or Equipment to be attached to something it couldn't be attached to.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • You choose which Auras and Equipment to move as Ardenn's ability resolves. Players can't take actions between the time you choose what to move and the time they're attached to the target permanent or player.
  • 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

    At the beginning of combat on your turn, you may attach any number of Auras and Equipment you control to target permanent or player. Partner (You can have two commanders if both have partner.)

    Blood Aspirant #128 Creature — Satyr Berserker

    Info

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

    Rules

  • Blood Aspirant can be sacrificed to pay for the cost of its own last ability.
  • Blood Aspirant's first ability is a triggered ability, not an activated ability. It doesn't allow you to sacrifice a permanent whenever you want; rather, you need some other way of sacrificing permanents, such as its second ability.
  • If the target creature is an illegal target by the time Blood Aspirant's last ability tries to resolve, the ability won't resolve. The creature can block as normal. If the target is legal but not dealt damage (most likely because of a prevention effect), it can't block this turn.
  • If you sacrifice a permanent as part of casting a spell or activating an ability, Blood Aspirant's first ability will resolve before that spell or ability.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.35 USD
    Cardmarket / 0.22 EUR 0.14 EUR
    Tcgplayer / 0.14 USD 0.13 USD
    Manapool 0.15 USD / 0.15 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 yousacrificea permanent, put a +1/+1counteron this creature. , ,Sacrificea creature or enchantment: This creature deals 1 damage to target creature. That creature can't block this turn.

    Iron Hills Stalwart #102 Creature — Dwarf Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Dwarf
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Reach Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.16 EUR 0.04 EUR
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom 0.35 USD
    Tcgplayer / 0.18 USD 0.13 USD

    Legalities

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

    Text

    Reach, trample When this creature enters, attach target Equipment you control to up to one target creature you control.

    Kazuul's Toll Collector #5 Creature — Ogre Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Ogre
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • 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

    : Attach target Equipment you control to this creature. Activate only as a sorcery.