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"Find me cards equivalent to: Rustler Rampage"

Here are cards equivalent to Rustler Rampage (type: Instant, color: W, similar effect):
1. Acrobatic Maneuver – Instantly untaps a creature and draws a card (White, Instant).
2. Ephemeral Shields – Instantly grants indestructible (protection effect, White).
3. Evangelize – White, not an instant but has unique kicker choice aspect.
4. Press the Advantage – Grants double strike (Green, but closest effect in White is rare).

Closest in white to double strike at instant speed:
5. Give // Take – Not white, but Double Cleave (Red/White hybrid) grants double strike.

No white instant is strictly the same as Rustler Rampage, but Acrobatic Maneuver and Ephemeral Shields have the untap/protect aspect, and granting double strike in white is rare but sometimes on combat tricks like equipment or auras.

Reason: White doesn't commonly give double strike at instant speed, so options are limited; untap/protective effects are more common.

Found Cards

7 Results

Acrobatic Maneuver

Double Cleave

Ephemeral Shields

Evangelize

Take

Press the Advantage

Rustler Rampage

Acrobatic Maneuver #1 Instant

Info

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

    Rules

  • After the creature returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won't be in combat or have any additional abilities it may have had before it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
  • If a creature token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD / 1.67 USD
    Manapool / 0.5 USD 0.15 USD
    Cardmarket / 0.65 EUR 0.21 EUR
    Cardkingdom / 2.99 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

    Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.

    Double Cleave #214 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.26 EUR 0.15 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.2 USD
    Tcgplayer 0.24 USD / 0.27 USD

    Legalities

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

    Text

    Target creature gains double strike until end of turn. (It deals both first-strike and regular combat damage.)

    Ephemeral Shields #11 Instant

    Info

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

    Abilities/Keywords

    Convoke

    Rules

  • Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
  • Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
  • Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.35 USD
    Manapool 0.15 USD / 0.83 USD
    Cardmarket / 0.43 EUR 0.21 EUR
    Tcgplayer / 0.89 USD 0.26 USD

    Legalities

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

    Text

    Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)

    Evangelize #16 Sorcery

    Info

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

    Abilities/Keywords

    Buyback

    Rules

  • The target of the spell is a creature the chosen opponent controls. As Evangelize resolves, if the target isn’t a creature controlled by the chosen opponent, Evangelize won’t resolve. If Evangelize’s target is changed (via Shunt, for example), the new target must be a creature controlled by the chosen opponent.
  • When you put the spell on the stack, you choose an opponent, then that opponent chooses the target. This is not a choice made on resolution.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD / 2.49 USD
    Tcgplayer / 1.29 USD 0.43 USD
    Manapool / 1.85 USD 0.26 USD
    Cardmarket / 1.04 EUR 0.23 EUR

    Legalities

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

    Text

    Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Gain control of target creature of an opponent's choice they control.

    Give (Give // Take) #DGM-129 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
  • Prices

    Seller Price
    Cardmarket 0.12 EUR
    Tcgplayer 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

    Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.)

    Take (Give // Take) #DGM-129 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.15 USD
    Manapool 0.15 USD
    Cardmarket 0.12 EUR

    Legalities

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

    Text

    Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)

    Press the Advantage #196 Instant

    Info

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

    Rules

  • If you cast Press the Advantage with two targets, and only one of them is still a legal target as Press the Advantage resolves, that target will get +2/+2 and gain trample. Press the Advantage will have no effect on the illegal target.
  • Prices

    Seller Price
    Tcgplayer / 0.19 USD 0.08 USD
    Cardmarket 0.07 EUR / 0.15 EUR
    Manapool 0.15 USD / 0.19 USD
    Cardkingdom / 0.49 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

    Up to two target creatures each get +2/+2 and gain trample until end of turn.

    Rustler Rampage #27 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Spree

    Rules

  • Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
  • If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.
  • If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
  • If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.
  • No matter which modes you choose, you always follow the instructions in the order they are written.
  • No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.
  • Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
  • The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
  • You can’t choose the same mode more than once.
  • You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
  • You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD / 0.34 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.16 EUR 0.15 EUR
    Cardkingdom / 0.49 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

    Spree (Choose one or more additional costs.) + — Untap all creatures target player controls. + — Target creature gains double strike until end of turn.