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5 Cards Found

AI 🤖 Find me cards equivalent to: Laboratory Drudge

Cards equivalent to Laboratory Drudge (blue, draws on graveyard activity) include:

  • Whispering Madness (blue/black, card draw and graveyard synergy)
  • River Kelpie (blue, draws when things return from graveyards)
  • Midnight Clock (blue, draws a new hand when graveyard fills)
  • Forgotten Creation (blue, discarding and drawing at upkeep)


Reason: Each has graveyard interaction and card draw/card advantage in blue.

Results:

Forgotten Creation #63 Creature — Zombie Horror

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Zombie
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Skulk

    Rules

  • If you cause a creature to have 0 power or less, use the actual value (which may be negative) to determine whether it can block or be blocked. A creature with skulk and 0 or less power most likely won't be blocked, but it won't deal combat damage and won't trigger any abilities that trigger when combat damage is dealt.
  • Skulk matters only as blockers are chosen. Modifying either creature's power after blockers are chosen won't cause the attacking creature to become unblocked.
  • The upkeep step is before the draw step, after the untap step. If you have no cards in hand, you can't draw for the turn and then discard that card to draw a new one because Forgotten Creation's last ability will already have triggered and resolved.
  • Prices

    Seller Price
    Tcgplayer 0.28 USD / 1.61 USD
    Cardmarket 0.29 EUR / 0.74 EUR
    Cardkingdom 0.69 USD / 2.49 USD
    Cardsphere 0.46 USD
    Manapool 0.19 USD / 1.19 USD

    Legalities

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

    Text

    Skulk (This creature can't be blocked by creatures with greater power.) At the beginning of your upkeep, you maydiscardall the cards in your hand. If you do, draw that many cards.

    Laboratory Drudge #56 Creature — Zombie Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • It doesn't matter where the card is during your end step, as long as it was in a graveyard when you cast it or activated one of its abilities.
  • Laboratory Drudge's ability will trigger at the beginning of each end step whether you've cast a spell from a graveyard or activated an ability of a card in a graveyard that turn or not. You can respond to that ability and do one (or both) of the things to draw a card.
  • Prices

    Seller Price
    Tcgplayer 0.12 USD
    Cardmarket 0.23 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.11 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

    At the beginning of each end step, draw a card if you've cast a spell from a graveyard or activated an ability of a card in a graveyard this turn.

    Midnight Clock #2217 Artifact

    Info

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

    Rules

  • If Midnight Clock leaves the battlefield while its last ability is on the stack, it won't be exiled.
  • Midnight Clock's first triggered ability triggers at the beginning of each upkeep, not just your upkeep. In a Two-Headed Giant game, an ability that triggers at the beginning of each upkeep rather than each player's upkeep triggers only once during each team's upkeep.
  • Midnight Clock's last ability triggers after one or more counters are put onto it if it had fewer than twelve counters on it before those counters were put on it and it has twelve or more counters on it after.
  • You can activate Midnight Clock's mana ability to pay the cost of its second ability.
  • 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

    : Add . : Put an hourcounteron this artifact. At the beginning of each upkeep, put an hourcounteron this artifact. When the twelfth hourcounteris put on this artifact,shuffleyour hand and graveyard into your library, then draw seven cards. Exile this artifact.

    River Kelpie #166 Creature — Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Persist

    Rules

  • If River Kelpie and another permanent are each put onto the battlefield from a graveyard at the same time, River Kelpie's first ability will trigger twice. (It will see the other permanent entering.)
  • If you cast River Kelpie itself from your graveyard (by using Yawgmoth's Will, for example), neither ability triggers. The first ability doesn't trigger because River Kelpie is put onto the stack; the second ability doesn't trigger because it works only while River Kelpie is already on the battlefield.
  • If you cast another artifact, creature, enchantment, or planeswalker spell from a graveyard, only the second ability triggers. That's because the card is put onto the stack, not onto the battlefield.
  • If you play a land card from a graveyard (by using Crucible of Worlds, for example), only the first ability triggers. That's because the land (which isn't a spell) is put directly onto the battlefield from the graveyard.
  • River Kelpie doesn't give you the ability to cast spells from graveyards. Its second ability merely triggers whenever a spell is cast this way (by using Memory Plunder, for example).
  • If a creature with persist stops being a creature, persist will still work.
  • If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
  • If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
  • If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
  • If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
  • The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
  • When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD
    Cardmarket 0.22 EUR / 0.3 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.15 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

    Whenever this creature or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1counteron it.)

    Whispering Madness #207 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cipher

    Rules

  • Each player draws cards simultaneously. If this causes a player to draw more cards than are left in their library, that player will lose the game. If this causes all players to do so, the game is a draw. (In multiplayer games, multiple players drawing from an empty library will cause those players to lose although the game may continue.)
  • You’ll draw cards before deciding which creature (if any) Whispering Madness will be encoded on.
  • If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
  • If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
  • If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
  • If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
  • If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
  • If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
  • The copy of the card with cipher is created in and cast from exile.
  • The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
  • The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
  • You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
  • You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
  • Prices

    Seller Price
    Tcgplayer 1.48 USD / 10.02 USD
    Cardmarket 0.87 EUR / 5 EUR
    Cardkingdom 4.49 USD / 12.99 USD
    Cardsphere 1.21 USD
    Manapool 0.89 USD / 6.82 USD

    Legalities

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

    Text

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

    Forgotten Creation Creature — Zombie Horror Normal - ~$0.88

    Laboratory Drudge Creature — Zombie Horror Normal - ~$0.22

    Midnight Clock Artifact Normal

    River Kelpie Creature — Beast Normal - ~$0.28

    Whispering Madness Sorcery Normal - ~$4.86

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