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"Find me cards equivalent to: Silumgar Sorcerer"

Equivalent cards to Silumgar Sorcerer (color: Blue, with Flash, Flying, exploit, and countering abilities):

  • Dream Eater: Blue, Flash, Flying, enters and interacts with opponent’s board (not exploit or counter spell, but disruption).
  • Aethertide Whale: Blue, Flying, enters and can exile itself (not Flash or counter, but strong ETB ability).
  • Peregrine Drake: Blue, Flying, ETB ability but untaps lands; no Flash/counter.
  • Glen Elendra Archmage: Blue, Flying, can counter noncreature spell, not Flash, but repeatable.
  • Ravenous Chupacabra: Not blue, not flying, illustrative for ETB/exploit style in other colors.

Closest true equivalents: There aren’t any blue creatures with all the exact attributes (Flash, Flying, Exploit, and When this exploits, counter target creature spell) as Silumgar Sorcerer. Draining Whelk is a blue, flying, Flash creature that counters a spell upon ETB:

  • Draining Whelk: Flash, Flying, when it ETBs, counters target spell; gets +1/+1 counters equal to its mana value.

So, Silumgar Sorcerer and Draining Whelk are the best matches for blue, flying, Flash, and counter interaction in creatures.
Reason: Exact combination is unique, but those listed have similar disruptive elements.

Found Cards

7 Results

Aethertide Whale

Draining Whelk

Dream Eater

Glen Elendra Archmage

Peregrine Drake

Ravenous Chupacabra

Silumgar Sorcerer

Aethertide Whale #175 Creature — Whale

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 6
Power/Toughness: 6/4
Types:
  • Creature
  • SubTypes:
  • Whale
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    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
    Cardmarket / 0.99 EUR 0.16 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Tcgplayer / 0.26 USD 0.23 USD
    Manapool 0.15 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

    Flying When this creature enters, you get six (energy counters). Pay : Return this creature to its owner's hand.

    Draining Whelk #62 Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash Flying

    Rules

  • Draining Whelk's ability counters the target spell even if you can't put counters on Draining Whelk, most likely because Draining Whelk left the battlefield before the ability resolved.
  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.
  • If the target spell is an illegal target by the time Draining Whelk's ability tries to resolve, the spell doesn't resolve. You don't put any counters on Draining Whelk. If the target is legal but the spell can't be countered, you do put counters on Draining Whelk.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 0.59 USD
    Manapool / 0.65 USD 0.15 USD
    Tcgplayer / 0.8 USD 0.38 USD
    Cardmarket 0.33 EUR / 0.37 EUR

    Legalities

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

    Text

    Flash Flying When this creature enters,countertarget spell. Put X +1/+1 counters on this creature, where X is that spell's mana value.

    Dream Eater #116 Creature — Nightmare Sphinx

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 4/3
    Types:
  • Creature
  • SubTypes:
  • Nightmare
  • Sphinx
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash Flying Surveil

    Rules

  • Dream Eater's reflexive triggered ability triggers even if you have fewer than four cards in your library to surveil.
  • Dream Eater's triggered ability goes on the stack without a target. While that ability is resolving, after you've surveilled, the reflexive triggered ability triggers and you pick a target nonland permanent to be returned to its owner's hand. This is different from effects that say "If you do . . ." in that you choose the target after having surveilled.
  • When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD
    Cardmarket 0.19 EUR
    Manapool 0.15 USD
    Tcgplayer 0.25 USD

    Legalities

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

    Text

    Flash Flying When this creature enters, surveil 4. When you do, you may return target nonland permanent an opponent controls to its owner's hand. (To surveil 4, look at the top four cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

    Glen Elendra Archmage #2171 Creature — Faerie Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Faerie
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Persist

    Rules

  • If a creature with persist stops being a creature, persist will still work.
  • If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
  • If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
  • If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
  • If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
  • The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
  • When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
  • Prices

    Seller Price
    Tcgplayer 12.73 USD / 14.9 USD
    Cardkingdom / 16.99 USD 13.99 USD
    Cardmarket / 15.8 EUR 15.08 EUR
    Manapool / 14.31 USD 13.02 USD

    Legalities

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

    Text

    Flying ,Sacrificethis creature:Countertarget noncreature spell. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1counteron it.)

    Peregrine Drake #22 Creature — Drake

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Drake
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • You choose which lands to untap as the triggered ability resolves. They aren't targeted, and they don't have to be lands that you control.
  • Prices

    Seller Price
    Cardmarket 0.87 EUR
    Tcgplayer 0.87 USD
    Manapool 0.31 USD
    Cardkingdom 0.79 USD

    Legalities

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

    Text

    Flying When this creature enters, untap up to five lands.

    Ravenous Chupacabra #305 Creature — Beast Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Beast
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 8.89 USD 8.89 USD 6.25 USD
    Cardmarket 6.35 EUR / 6.56 EUR
    Cardkingdom 5.99 USD / 7.99 USD
    Tcgplayer 8.55 USD / 5.99 USD

    Legalities

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

    Text

    When this creature enters,destroytarget creature an opponent controls.

    Silumgar Sorcerer #76 Creature — Human Wizard Sorcerer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Sorcerer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Exploit Flash Flying

    Rules

  • A creature with exploit "exploits a creature" when the controller of the exploit ability sacrifices a creature as that ability resolves.
  • If the creature with exploit isn't on the battlefield as the exploit ability resolves, you won't get any bonus from the creature with exploit, even if you sacrifice a creature. Because the creature with exploit isn't on the battlefield, its other triggered ability won't trigger.
  • You can sacrifice the creature with exploit if it's still on the battlefield. This will cause its other ability to trigger.
  • You can't sacrifice more than one creature to any one exploit ability.
  • You choose whether to sacrifice a creature and which creature to sacrifice as the exploit ability resolves.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.79 USD
    Cardmarket 0.12 EUR / 0.61 EUR
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.16 USD / 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

    Flash (You may cast this spell any time you could cast an instant.) Flying Exploit (When this creature enters, you maysacrificea creature.) When this creature exploits a creature,countertarget creature spell.