cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Rhythm of the Wild"

Cards equivalent to Rhythm of the Wild (Gruul, Enchantment, anti-counter/haste/+1/+1 effects):
1. Sarkhan's Unsealing (Red, Enchantment) — triggers on big creature spells, but not anti-counter or riot.
2. Gruul Spellbreaker (Red/Green, Creature) — gives riot and hexproof during your turn.
3. Asceticism (Green, Enchantment) — gives hexproof, not riot, but protects creatures.
4. Vigor (Green, Creature) — replaces damage with +1/+1 counters.
5. Spellbreaker Behemoth (Red/Green, Creature) — creature spells you control can't be countered.

Closest are Gruul Spellbreaker (for riot) and Spellbreaker Behemoth (for anti-counter), but none match all effects of Rhythm of the Wild perfectly.

Found Cards

6 Results

Asceticism

Gruul Spellbreaker

Rhythm of the Wild

Sarkhan's Unsealing

Spellbreaker Behemoth

Vigor

Asceticism #SOM-110 Enchantment

Info

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

    Rules

  • You may target any creature with the regeneration ability, not just one you control.
  • Prices

    Seller Price
    Cardmarket 5.28 EUR
    Tcgplayer 5.72 USD
    Manapool 5.21 USD
    Cardkingdom 6.99 USD

    Legalities

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

    Text

    Creatures you control have hexproof. : Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

    Gruul Spellbreaker #179p Creature — Ogre Warrior

    Info

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

    Abilities/Keywords

    Riot Trample

    Rules

  • If a creature entering the battlefield has riot but can’t have a +1/+1 counter put onto it, it gains haste.
  • If you choose for the creature to gain haste, it gains haste indefinitely. It won’t lose it as the turn ends or as another player gains control of it.
  • Riot is a replacement effect. Players can’t respond to your choice of +1/+1 counter or haste, and they can’t take actions while the creature is on the battlefield without one or the other.
  • Prices

    Seller Price
    Manapool 0.31 USD / 0.51 USD
    Tcgplayer / 0.5 USD 0.33 USD
    Cardkingdom 0.59 USD / 2.99 USD
    Cardmarket 0.48 EUR / 0.8 EUR

    Legalities

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

    Text

    Riot (This creature enters with your choice of a +1/+1counteror haste.) Trample During your turn, you and this creature have hexproof.

    Rhythm of the Wild #12 Enchantment

    Info

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

    Rules

  • A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
  • A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
  • If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
  • If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
  • If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
  • If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
  • Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
  • Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
  • If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
  • Prices

    Seller Price
    Cardmarket / 5.6 EUR 3.35 EUR
    Manapool 4.16 USD / 3.11 USD
    Cardkingdom / 6.99 USD 4.49 USD
    Tcgplayer / 6.54 USD 4.68 USD

    Legalities

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

    Text

    Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1counteror haste.)

    Sarkhan's Unsealing #361 Enchantment

    Info

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

    Rules

  • Each of the triggered abilities of Sarkhan’s Unsealing resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • If a creature card’s power is written as * and an ability defines its power, that ability applies while the creature spell is on the stack. Sarkhan’s unsealing checks its power only as you finish paying costs; it doesn’t matter what the spell’s power is as you begin to cast it or when the triggered ability resolves.
  • If you cast a creature spell that will enter the battlefield with a number of +1/+1 counters, such as Hungering Hydra, those counters aren’t considered when determining whether either ability of Sarkhan’s Unsealing triggers. Similarly, effects that will raise the creature’s power once it has entered the battlefield won’t apply.
  • In a Two-Headed Giant game, the last ability of Sarkhan’s Unsealing causes the opposing team to lose 8 life.
  • Prices

    Seller Price
    Tcgplayer 1.38 USD
    Cardkingdom 1.29 USD
    Manapool 0.86 USD
    Cardmarket 0.94 EUR

    Legalities

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

    Text

    Whenever you cast a creature spell with power 4, 5, or 6, this enchantment deals 4 damage to any target. Whenever you cast a creature spell with power 7 or greater, this enchantment deals 4 damage to each opponent and each creature and planeswalker they control.

    Spellbreaker Behemoth #60 Creature — Beast

    Info

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

    Rules

  • Any spells or abilities that would counter Spellbreaker Behemoth or (once it’s on the battlefield) a creature spell you control with power 5 or greater can still be cast or activated and will still resolve. They just won’t counter that spell. Any other effects they have will happen as normal.
  • Effects that affect a creature’s power (such as the one from Glorious Anthem, for example) apply only to creatures on the battlefield, not to creature spells on the stack.
  • If a creature card has “*” in its power, the ability that defines “*” works in all zones, including the stack.
  • Prices

    Seller Price
    Manapool 9.87 USD
    Cardmarket 0.37 EUR / 0.47 EUR

    Legalities

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

    Text

    This spell can't be countered. Creature spells you control with power 5 or greater can't be countered.

    Vigor #53 Creature — Elemental Incarnation

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Incarnation
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • Although this ability triggers when the Incarnation is put into a graveyard from the battlefield, it doesn't *specifically* trigger on leaving the battlefield, so it doesn't behave like other leaves-the-battlefield abilities. The ability will trigger from the graveyard.
  • If the Incarnation had lost this ability while on the battlefield (due to Lignify, for example) and then was destroyed, the ability would still trigger and it would get shuffled into its owner's library. However, if the Incarnation lost this ability when it was put into the graveyard (due to Yixlid Jailer, for example), the ability wouldn't trigger and the Incarnation would remain in the graveyard.
  • If the Incarnation is removed from the graveyard after the ability triggers but before it resolves, it will remain in its new zone when its owner shuffles their library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all.
  • The last ability triggers when the Incarnation is put into its owner's graveyard from any zone, not just from on the battlefield.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD
    Manapool 1.63 USD / 9.25 USD
    Cardmarket 1.49 EUR / 4.04 EUR
    Tcgplayer 2.18 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 If damage would be dealt to another creature you control, prevent that damage. Put a +1/+1counteron that creature for each 1 damage prevented this way. When Vigor is put into a graveyard from anywhere,shuffleit into its owner's library.