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"Find me cards equivalent to: Two-Handed Axe"

Cards equivalent to Two-Handed Axe (Artifact — Equipment, red, power doubling on attack):
1. Embercleave — also red, Equipment, doubles power by giving double strike and other bonuses.
2. Invigorating Hot Spring (not Equipment, but red and grants doubling via counters).
3. Inquisitor's Flail — colorless, doubles all damage dealt/received.
4. Claymore of the Perseverant — not an exact power-doubler but increases power as Equipment.

Closest direct equivalents are Embercleave and Inquisitor's Flail, though neither triggers specifically on attacking like Two-Handed Axe. Power doubling is rare for Equipment in red.

Found Cards

3 Results

Embercleave

Inquisitor's Flail

Invigorating Hot Spring

Embercleave #120p Legendary Artifact — Equipment

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 6
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip Flash

    Rules

  • Embercleave's second ability can't reduce its cost below {R}{R}.
  • Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardmarket 5.81 EUR / 7.85 EUR
    Cardkingdom 13.99 USD / 22.99 USD
    Tcgplayer / 11.36 USD 11.26 USD
    Manapool / 11.07 USD 7.86 USD

    Legalities

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

    Text

    Flash This spell costs less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip

    Inquisitor's Flail #227 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Double Equip

    Rules

  • If a creature is equipped with a second Inquisitor’s Flail, combat damage dealt by and dealt to that creature will be multiplied by four. A third Inquisitor’s Flail would multiply the combat damage by eight, and so on.
  • If you divide the combat damage dealt by the equipped creature, perhaps because the creature has trample or is dealing combat damage to multiple creatures, you’ll divide the original amount and then double the results. For example, if a 5/5 creature with trample is blocked by a 2/2 creature, you can assign 2 damage to the blocker and 3 damage to the defending player. These amounts are then doubled to 4 and 6 damage, respectively. You can’t double the damage to 10 first and then assign 2 to the creature and 8 to the player.
  • Prices

    Seller Price
    Cardkingdom / 9.99 USD 0.99 USD
    Cardmarket / 2.74 EUR 0.61 EUR
    Tcgplayer 1.06 USD / 8.69 USD
    Manapool / 6.07 USD 0.68 USD

    Legalities

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

    Text

    If equipped creature would deal combat damage, it deals double that damage instead. If another creature would deal combat damage to equipped creature, it deals double that damage to equipped creature instead. Equip

    Invigorating Hot Spring #223 Enchantment

    Info

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

    Rules

  • A creature that is equipped is considered modified no matter who controls the Equipment that's attached to it.
  • A creature with a counter on it is considered modified no matter what kind of counter it is or which player put it on that creature.
  • An Aura controlled by an opponent does not cause a creature you control to be modified.
  • Prices

    Seller Price
    Tcgplayer / 0.43 USD 0.34 USD
    Manapool / 0.36 USD 0.15 USD
    Cardkingdom / 0.79 USD 0.39 USD
    Cardmarket 0.13 EUR / 0.31 EUR

    Legalities

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

    Text

    This enchantment enters with four +1/+1 counters on it. Modified creatures you control have haste. (Equipment, Auras you control, and counters are modifications.) Remove a +1/+1counterfrom this enchantment: Put a +1/+1counteron target creature you control. Activate only as a sorcery and only once each turn.