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"Find me cards equivalent to: Novel Nunchaku"

Here are cards equivalent to Novel Nunchaku, sharing green color and/or similar artifacts with on-enter attach/fight/trample:
1. Grafted Wargear
Artifact — Equipment, auto-attaches on entry, boosts stats, but doesn't fight or trample.
2. Rune of Might
Green, enchantment but not equipment—gives +1/+1 and trample. Not auto-attach/equip or fight.
3. Horned Helm
Green, Equipment, gives trample, but no on-enter effect or fighting.
4. Basilisk Collar
Artifact — Equipment, quick equip but grants deathtouch/lifelink, no fight/trample.

Novel Nunchaku uniquely combines on-enter fight, auto-attachment, +1/+1, and trample. No direct equivalent with all attributes; closest are green equipments for trample/buffs and some attach-on-entry artifacts.

Found Cards

5 Results

Basilisk Collar

Grafted Wargear

Horned Helm

Novel Nunchaku

Rune of Might

Basilisk Collar #225 Artifact — Equipment

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 4.55 EUR 3.75 EUR
    Cardkingdom / 8.99 USD 6.99 USD
    Tcgplayer / 6.94 USD 4.95 USD
    Manapool / 5.17 USD 4.32 USD

    Legalities

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

    Text

    Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough todestroyit. Damage dealt by this creature also causes you to gain that much life.) Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Grafted Wargear #126 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If your Grafted Wargear somehow ends up on an opponent's creature and it then becomes unattached from that creature, you won't be able to sacrifice that creature because you don't control it.
  • You may activate this card's equip ability targeting the creature that it is currently attached to, even if it's the only creature you control. Since the equip ability costs zero, you can do this as many times as you like during your main phases, though it generally won't do anything.
  • Grafted Wargear becomes unattached from the creature it's equipping if you equip it to a new creature, if Grafted Wargear leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Wargear ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • Prices

    Seller Price
    Tcgplayer / 5.88 USD 0.37 USD
    Cardkingdom 0.79 USD
    Cardmarket 0.27 EUR / 2.2 EUR
    Manapool 0.41 USD

    Legalities

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

    Text

    Equipped creature gets +3/+2. Whenever this Equipment becomes unattached from a permanent,sacrificethat permanent. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Horned Helm #132 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.23 EUR / 0.63 EUR
    Manapool / 0.31 USD 0.15 USD
    Tcgplayer 0.11 USD / 0.94 USD
    Cardkingdom / 0.79 USD 0.35 USD

    Legalities

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

    Text

    Equipped creature gets +1/+1 and has trample. : Attach this Equipment to target creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Novel Nunchaku #127 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip Fight

    Rules

  • You don't choose a target creature an opponent controls for Novel Nunchaku's first ability at the time it triggers. Rather, a second "reflexive" ability triggers when Novel Nunchaku is attached to the target creature you control this way. You choose a target for that ability as it goes on the stack. Each player may respond to this triggered ability as normal.
  • Prices

    Seller Price
    Tcgplayer / 0.28 USD 0.16 USD
    Cardmarket / 0.15 EUR 0.06 EUR
    Cardkingdom 0.35 USD / 0.49 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

    When this Equipment enters, attach it to target creature you control. When you do, equipped creature fights up to one target creature an opponent controls. (Each deals damage equal to its power to the other.) Equipped creature gets +1/+1 and has trample. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Rune of Might #191 Enchantment — Aura Rune

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Rune
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • If the target of an Aura spell is an illegal target as that spell tries to resolve, it won't resolve, it won't enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger.
  • Runes can target and be attached to any permanent, even one that isn't currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune's enters-the-battlefield ability will trigger, and you'll draw a card. The Rune won't do anything while the Vehicle isn't a creature, but if it becomes one later, the appropriate ability will start applying.
  • Prices

    Seller Price
    Cardmarket 0.14 EUR / 0.63 EUR
    Tcgplayer 0.19 USD / 0.29 USD
    Cardkingdom 0.35 USD / 0.49 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

    Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+1 and has trample. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+1 and has trample."