cache exists in db ManaHive.net - #1 Magic The Gathering Card Search Engine, Probably
BETA

4 Cards Found

AI 🤖 Find me cards equivalent to: Stirring Bard

Equivalent cards to Stirring Bard (a red card with vigilance and an adventure that gives haste):
1. Goblin Motivator – Red, grants haste to another creature.
2. Akoum Warrior // Akoum Teeth – Red, has an instant land modal feature (not direct, but similar flexibility).
3. Fervent Champion – Red, haste, and can give haste to equipment synergy builds.
4. Fervor – Red enchantment, all your creatures have haste.


Reason: Each card is red and involves haste or similar mechanics, matching Stirring Bard’s color and adventure effect.

Results:

Fervent Champion #124s Creature — Human Knight

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: 1/1
Types:
  • Creature
  • SubTypes:
  • Human
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Haste

    Rules

  • Fervent Champion's last ability reduces only the generic mana in equip abilities. If those costs are only {3}, {2}, or {1}, that equip ability will be free to activate if it targets Fervent Champion.
  • Prices

    Seller Price
    Tcgplayer 2.27 USD
    Cardmarket 1.75 EUR

    Legalities

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

    Text

    First strike, haste Whenever this creature attacks, another target attacking Knight you control gets +1/+0 until end of turn. Equip abilities you activate that target this creature cost less to activate.

    Fervor #181 Enchantment

    Info

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

    Rules

  • If an attacking creature loses haste, perhaps because Fervor leaves the battlefield after attackers have been declared, it won’t be removed from combat.
  • Prices

    Seller Price
    Tcgplayer 7.13 USD / 57.48 USD
    Cardmarket 4.24 EUR / 61.24 EUR
    Cardkingdom 6.49 USD
    Cardsphere 5.61 USD

    Legalities

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

    Text

    Creatures you control have haste. (They can attack and as soon as they come under your control.)

    Goblin Motivator #M19-143 Creature — Goblin Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Goblin
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.17 USD
    Cardmarket 0.09 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD

    Legalities

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

    Text

    : Target creature gains haste until end of turn. (It can attack and this turn.)

    Stirring Bard #195 Creature — Dragon Bard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 0/4
    Types:
  • Creature
  • SubTypes:
  • Dragon
  • Bard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Defender

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Tcgplayer 0.04 USD / 0.13 USD
    Cardmarket 0.1 EUR / 0.33 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.05 USD

    Legalities

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

    Text

    Defender When this creature enters, you take the initiative. Mantle of Inspiration — : Target creature gains menace and haste until end of turn.

    Fervent Champion Creature — Human Knight Normal - ~$2.01

    Fervor Enchantment Normal - ~$23.7

    Goblin Motivator Creature — Goblin Warrior Normal - ~$0.21

    Stirring Bard Creature — Dragon Bard Normal - ~$0.21

    Single Scoop: Jenova is Turning Everyone into Mutants! Jenova loves experimenting and her experiments are going to turn all the...
    Much Abrew: Sephiroth Aristocrats (Standard) Now that blocking is unbanned in Standard, is it time for Sephiroth and ...
    Is that a Sleeveless One Ring?! | Commander Clash S18 E18 This week anything goes, and this includes the sleeves!
    The Power of Pauper: No Bans in Pauper! Joe Dyer talks about no bans in Pauper this past BnR!