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AI 🤖 Find me cards equivalent to: Lone Revenant

Equivalent cards to Lone Revenant (blue, creature, benefits from hitting player):

  • Ninja of the Deep Hours – Draws a card on combat damage to a player.
  • Thieving Skydiver – Gains a permanent on entering or hitting.
  • Looter il-Kor – Can repeatedly loot (draw/discard) when it hits a player.

All have similar effects: blue creatures that reward you for dealing combat damage.

Results:

Lone Revenant #64 Creature — Spirit

Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • Check whether Lone Revenant’s ability triggers after combat damage is dealt but before any creatures that are destroyed due to combat damage leave the battlefield. For example, if you control Lone Revenant and another creature, and that other creature takes lethal damage in the same combat damage step that Lone Revenant deals damage to a player, Lone Revenant’s ability won’t trigger.
  • If you control Lone Revenant and any other creature (including another Lone Revenant), its ability won’t trigger.
  • If you control no creatures when Lone Revenant’s ability resolves, you’ll still look at the top four cards and put one into your hand.
  • You must put one of the cards into your hand, even if you’d rather put all four on the bottom of your library.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.07 USD
    Cardmarket 0.13 EUR / 0.19 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.28 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

    Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever this creature deals combat damage to a player, if you control no other creatures, look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order.

    Looter il-Kor #74 Creature — Kor Rogue

    Info

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

    Abilities/Keywords

    Shadow

    Rules

  • If an attacking creature has multiple evasion abilities, such as shadow and flying, a creature can block it only if that creature satisfies all of the appropriate evasion abilities.
  • Multiple instances of shadow on the same creature are redundant.
  • Once a creature has been blocked, that creature remains blocked and will deal and be dealt combat damage even if it gains or loses shadow or if the blocking creature gains or loses shadow.
  • You draw a card and discard a card all while Looter il-Kor's ability is resolving. Nothing can happen in between, and no player can take actions.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 0.97 USD
    Cardmarket 0.21 EUR / 0.6 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.22 USD
    Manapool 0.17 USD / 0.77 USD

    Legalities

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

    Text

    Shadow (This creature can block or be blocked by only creatures with shadow.) Whenever this creature deals damage to an opponent, draw a card, thendiscarda card.

    Ninja of the Deep Hours #21 Creature — Human Ninja

    Info

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

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step in this case, even if it has first strike.
  • The creature put onto the battlefield with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • Prices

    Seller Price
    Tcgplayer 1.54 USD
    Cardmarket 1.21 EUR
    Cardkingdom 4.99 USD
    Cardsphere 1.5 USD
    Manapool 1.56 USD

    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may draw a card.

    Thieving Skydiver #177 Creature — Merfolk Rogue

    Info

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

    Abilities/Keywords

    Flying Kicker

    Rules

  • If the Equipment can't be attached to Thieving Skydiver, most likely because Thieving Skydiver has left the battlefield before its triggered ability resolves, the Equipment remains attached to whatever it's currently attached to or remains unattached if attached to nothing.
  • The control-change effect of Thieving Skydiver lasts indefinitely. It doesn't wear off during the cleanup step, and it doesn't expire if Thieving Skydiver leaves the battlefield. In a multiplayer game, it does expire if you leave the game.
  • Thieving Skydiver's ability can target an artifact you already control. You'll attach it to Thieving Skydiver if it's an Equipment.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD
    Cardmarket 0.27 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.16 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

    Kicker . X can't be 0. (You may pay an additional as you cast this spell.) Flying When this creature enters, if it was kicked, gain control of target artifact with mana value X or less. If that artifact is an Equipment, attach it to this creature.

    Lone Revenant Creature — Spirit Normal - ~$0.23

    Looter il-Kor Creature — Kor Rogue Normal - ~$0.43

    Ninja of the Deep Hours Creature — Human Ninja Normal - ~$2.16

    Thieving Skydiver Creature — Merfolk Rogue Normal - ~$0.23

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