cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Rampaging Aetherhood"

Equivalent cards to Rampaging Aetherhood (mono-green, cares about +1/+1 counters and/or energy):
1. Armorcraft Judge — Draws cards equal to number of creatures with +1/+1 counters.
2. Verdurous Gearhulk — Distributes four +1/+1 counters on creatures.
3. Rishkar, Peema Renegade — Puts +1/+1 counters and grants creatures with counters the ability to tap for green mana.
4. Longtusk Cub — Generates energy, spends energy for +1/+1 counters (closest mechanical match).
5. Greenbelt Rampager — Energy payoff creature.


Reason: All listed are green creatures that either use energy or interact with +1/+1 counters like Rampaging Aetherhood. Longtusk Cub is the closest equivalent for energy and +1/+1 counter synergy.

Found Cards

6 Results

Armorcraft Judge

Greenbelt Rampager

Longtusk Cub

Rampaging Aetherhood

Rishkar, Peema Renegade

Verdurous Gearhulk

Armorcraft Judge #273 Creature — Elf Artificer

Info

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

    Rules

  • Armorcraft Judge's ability counts the number of creatures, not the number of counters. A creature with more than one +1/+1 counter won't cause you to draw more than one card.
  • The number of creatures you control with +1/+1 counters on them is counted only as Armorcraft Judge's triggered ability resolves. Players may respond to the triggered ability by trying to change that number.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.12 EUR / 0.24 EUR
    Manapool 0.15 USD / 0.18 USD
    Tcgplayer 0.25 USD / 0.2 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 creature you control with a +1/+1counteron it.

    Greenbelt Rampager #107s Creature — Elephant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Elephant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If you have only one {E}, you can't pay it even if you want to.
  • If you have {E}{E}, you have to pay it, even if you don't want to.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardmarket 2.76 EUR
    Tcgplayer 2.7 USD
    Manapool 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

    When this creature enters, pay (two energy counters). If you can't, return this creature to its owner's hand and you get .

    Longtusk Cub #167 Creature — Cat

    Info

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

    Rules

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • 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

    Whenever this creature deals combat damage to a player, you get (two energy counters). Pay : Put a +1/+1counteron this creature.

    Rampaging Aetherhood #31 Creature — Snake Hydra

    Info

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

    Abilities/Keywords

    Trample Ward

    Rules

  • Energy counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” can’t give you energy counters.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can’t pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • Some spells and abilities say that you “may pay” a certain amount of {E}, then describes an effect that happens “if you do.” In that case, no player may take actions to try to stop the ability’s effect after you make your choice. If the payment is instead followed by the phrase “when you do” followed by an effect, then after you choose to pay {E}, a new triggered ability called a reflexive trigger is put on the stack, and you choose targets for the reflexive trigger (if the effect asks for targets). Players may respond as normal to this new triggered ability. Once that reflexive trigger resolves, the effect will finally occur.
  • Some spells and abilities say that you “may pay” a certain amount of {E}. You can’t pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some spells and abilities which give you {E} or say you “may pay” some amount of {E} require one or more targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. None of its effects will happen, you won’t get any {E} from it, and you won’t get the chance to pay any {E} for its effects even if you want to.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Manapool 0.15 USD
    Tcgplayer 0.22 USD
    Cardmarket 0.18 EUR

    Legalities

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

    Text

    Trample, ward At the beginning of your upkeep, you get an amount of (energy counters) equal to this creature's power. Then you may pay one or more . If you do, put that many +1/+1 counters on this creature.

    Rishkar, Peema Renegade #122s Legendary Creature — Elf Druid

    Info

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

    Rules

  • Each creature you control has Rishkar's mana ability as long as that creature has any kind of counter on it. The effect isn't limited to those with +1/+1 counters.
  • Rishkar can be a target of its own triggered ability.
  • You can't target the same creature twice to have one recipient get two +1/+1 counters.
  • Prices

    Seller Price
    Cardkingdom 4.49 USD
    Tcgplayer 5.68 USD
    Cardmarket 1.8 EUR
    Manapool 2.29 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 Rishkar enters, put a +1/+1counteron each of up to two target creatures. Each creature you control with acounteron it has ": Add ."

    Verdurous Gearhulk #172s Artifact Creature — Construct

    Info

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

    Abilities/Keywords

    Trample

    Rules

  • If one of the target creatures becomes an illegal target in response to Verdurous Gearhulk's triggered ability, the +1/+1 counters that would have been put on that creature are lost. They can't be put on another legal target.
  • Verdurous Gearhulk can be the target of its own triggered ability.
  • You choose how the counters will be distributed as you put Verdurous Gearhulk's triggered ability onto the stack. Each target creature must be assigned at least one counter.
  • Prices

    Seller Price
    Tcgplayer 11.49 USD
    Manapool 3.53 USD
    Cardmarket 3.07 EUR
    Cardkingdom 8.99 USD

    Legalities

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

    Text

    Trample When this creature enters, distribute four +1/+1 counters among any number of target creatures you control.