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AI 🤖 Find me cards equivalent to: Ironroot Warlord

Cards equivalent to Ironroot Warlord (green/white, power/toughness based on creatures, and token creation):
1. Jade Mage – Green, creates Saprolings, though power isn’t based on creatures.
2. Sigil Captain – Green/white, boosts tokens, though not based on creature count.
3. Crested Sunmare – White, creates tokens under certain conditions.
4. Tendershoot Dryad – Green, creates Saprolings every turn, with mass pump.

Closest match: Voice of Many (green), Slimefoot, the Stowaway (green/black for Saprolings), but none match exactly—Ironroot Warlord is fairly unique. Most effects like it are in green and green/white (Selesnya).

Results:

Crested Sunmare #1228 Creature — Horse

Info

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

    Rules

  • Crested Sunmare’s triggered ability cares only whether you gained life in the turn, even if Crested Sunmare wasn’t on the battlefield when that happened. It doesn’t care how much you gained, whether you also lost life, or even whether you lost more life than you gained.
  • Crested Sunmare’s triggered ability won’t trigger unless you’ve gained life in the turn before the end step began. It can’t be satisfied by another triggered ability causing you to gain life during that end step.
  • If a creature has been dealt damage, that damage remains marked on it until the cleanup step. If another Horse you control has been dealt lethal damage, and later in the turn Crested Sunmare leaves the battlefield, that Horse will be destroyed.
  • Prices

    Seller Price
    Tcgplayer 15.32 USD / 16.43 USD
    Cardmarket 12.38 EUR / 13.7 EUR
    Cardkingdom 16.99 USD / 18.99 USD
    Cardsphere 13.75 USD
    Manapool 13.06 USD / 16.23 USD

    Legalities

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

    Text

    Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.

    Ironroot Warlord #209 Creature — Treefolk Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: */5
    Types:
  • Creature
  • SubTypes:
  • Treefolk
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • As long as Ironroot Warlord is on the battlefield, its first ability will count itself, so its power will be at least 1.
  • The ability that defines Ironroot Warlord’s power works in all zones, not just the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.26 USD
    Cardmarket 0.09 EUR / 0.17 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD
    Manapool 0.15 USD / 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

    Ironroot Warlord's power is equal to the number of creatures you control. : Create a 1/1 white Soldier creature token.

    Jade Mage #M12-181 Creature — Human Shaman

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.17 USD
    Cardkingdom 0.35 USD
    Cardsphere 0.1 USD
    Manapool 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

    : Create a 1/1 green Saproling creature token.

    Sigil Captain #225 Creature — Rhino Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Rhino
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • For that reason, two Sigil Captains don't work well together. When a 1/1 creature enters under your control, the abilities of both Sigil Captains will trigger. When the first resolves, two +1/+1 counters are put on the 1/1 creature. When the second resolves, it will do nothing because the creature that entered is now 3/3.
  • If, for some reason, Sigil Captain enters as a 1/1 creature (due to a pair of Engineered Plagues, for example), it will cause its own ability to trigger.
  • Sigil Captain's ability checks a creature's initial power and toughness upon being put on the battlefield, so it will take into account counters that it enters with and static abilities that may give it a continuous power boost once it's on the battlefield (such as the one on Glorious Anthem). After the creature is already on the battlefield, changing its power and toughness to 1/1 with a spell, activated ability, or triggered ability won't allow this ability to trigger; it's too late by then.
  • Sigil Captain's ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the creature that enters under your control is 1/1, and (2) the ability will do nothing unless that creature is still 1/1 at the time the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 0.22 USD
    Cardmarket 0.26 EUR / 0.32 EUR
    Cardkingdom 0.59 USD
    Cardsphere 0.32 USD
    Manapool 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

    Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.

    Slimefoot, the Stowaway #1138 Legendary Creature — Fungus

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Fungus
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If one or more Saprolings you control die at the same time as Slimefoot, Slimefoot's first ability will still trigger once for each Saproling that died.
  • Prices

    Seller Price
    Tcgplayer 6.95 USD / 8.14 USD
    Cardmarket 4.17 EUR / 5.86 EUR
    Cardkingdom 6.99 USD / 8.49 USD
    Cardsphere 5.24 USD
    Manapool 5.9 USD / 9.3 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 Saproling you control dies, Slimefoot deals 1 damage to each opponent and you gain 1 life. : Create a 1/1 green Saproling creature token.

    Tendershoot Dryad #1902 Creature — Dryad

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Dryad
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Saproling you control may become lethal if Tendershoot Dryad leaves the battlefield during that turn.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • Prices

    Seller Price
    Tcgplayer 9.68 USD
    Cardkingdom 9.99 USD
    Manapool 10.58 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.

    Voice of Many #215 Creature — Elf Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Opponents who have left the game aren’t counted.
  • You compare how many creatures opponents control only as Voice of Many’s triggered ability resolves. If it’s still on the battlefield, it’ll count among the creatures you control.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD
    Cardmarket 0.15 EUR
    Cardkingdom 0.39 USD
    Cardsphere 0.09 USD
    Manapool 0.46 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 enters, draw a card for each opponent who controls fewer creatures than you.

    Crested Sunmare Creature — Horse Normal - ~$15.21

    Ironroot Warlord Creature — Treefolk Soldier Normal - ~$0.23

    Jade Mage Creature — Human Shaman Normal - ~$0.19

    Sigil Captain Creature — Rhino Soldier Normal - ~$0.34

    Slimefoot, the Stowaway Legendary Creature — Fungus Normal - ~$6.78

    Tendershoot Dryad Creature — Dryad Normal - ~$10.08

    Voice of Many Creature — Elf Druid Normal - ~$0.24

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