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"Find me cards equivalent to: Talons of Wildwood"

Similar cards to Talons of Wildwood (green, Enchantment — Aura, pumps creature, possible trample, graveyard/recursion effect):
1. Trollhide — gives +2/+2, but uses {1}{G} to regenerate instead of recursion.
2. Elephant Guide — gives +3/+3, but death creates a 3/3 token instead of recursion.
3. Fists of Ironwood — gives trample, creates tokens, but no recursion.
4. Rancor — gives +2/+0 and trample, does recur to hand from graveyard when put there from battlefield.

Best direct equivalent: Rancor (slightly stronger, same recursion-like ability).

Found Cards

5 Results

Elephant Guide

Fists of Ironwood

Rancor

Talons of Wildwood

Trollhide

Elephant Guide #205 Enchantment — Aura

Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If Elephant Guide enchants an opponent’s creature, you get the Elephant when that creature dies.
  • 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

    Enchant creature Enchanted creature gets +3/+3. When enchanted creature dies, create a 3/3 green Elephant creature token.

    Fists of Ironwood #139 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If the target creature is an illegal target when Fists of Ironwood tries to resolve, Fists of Ironwood won't resolve and won't enter the battlefield. You won't create Saproling tokens.
  • The Saproling tokens aren't created until after Fists of Ironwood is on the battlefield, so you can't cast Fists of Ironwood on one of those tokens.
  • You create the Saproling tokens, even if Fists of Ironwood enters the battlefield attached to another player's creature.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.08 EUR / 0.17 EUR
    Manapool / 0.18 USD 0.15 USD
    Tcgplayer 0.29 USD / 0.28 USD

    Legalities

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

    Text

    Enchant creature When this Aura enters, create two 1/1 green Saproling creature tokens. Enchanted creature has trample.

    Rancor #76 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • If the creature this Aura would enchant is an illegal target by the time Rancor tries to resolve, the Aura spell doesn't resolve. It won't enter the battlefield, so it won't be put into a graveyard from the battlefield and its ability won't trigger.
  • Prices

    Seller Price
    Cardmarket / 1.27 EUR 1.53 EUR
    Tcgplayer 1.38 USD
    Cardkingdom 2.29 USD
    Manapool 1.34 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +2/+0 and has trample. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.

    Talons of Wildwood #M19-202 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.14 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 0.12 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +1/+1 and has trample. (It can deal excess combat damage to the player or planeswalker it's attacking.) : Return this card from your graveyard to your hand.

    Trollhide #197 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Activating the ability granted to the enchanted creature causes a “regeneration shield” to be created for it. The next time that creature would be destroyed that turn, the regeneration shield is used up instead. This works only if the creature is dealt lethal damage, dealt damage from a source with deathtouch, or affected by a spell or ability that says to “destroy” it. Other effects that cause the creature to be put into the graveyard (such as reducing its toughness to 0 or sacrificing it) don’t destroy it, so regeneration won’t save it. If it hasn’t been used, the regeneration shield goes away as the turn ends.
  • If the enchanted creature is dealt lethal damage and is dealt damage by a source with deathtouch during the same combat damage step, a single regeneration shield will save it.
  • To work, the regeneration shield must be created before the enchanted creature is destroyed. This usually means activating its ability during the declare blockers step, or in response to a spell or ability that would destroy it.
  • Trollhide needs to be attached to the creature as the ability that creates the regeneration shield is activated, but after that, the regeneration shield will be created and remain in effect even if Trollhide is no longer attached to the creature.
  • Prices

    Seller Price
    Manapool / 0.18 USD 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.08 USD
    Cardmarket 0.03 EUR / 0.15 EUR

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +2/+2 and has ": Regenerate this creature." (The next time the creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)