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3 Cards Found

AI 🤖 Find me cards equivalent to: Ulrich, Uncontested Alpha

Equivalent cards in Gruul (red-green) that focus on transforming or impacting the board on entry include:

  • Domri, Chaos Bringer: Provides similar Gruul synergy and creature-focused effects.
  • Rhythm of the Wild: Also supports aggressive Gruul strategies with creature buffs.
  • Arlinn, the Pack's Hope // Arlinn, the Moon's Fury: Daybound/nightbound and werewolf theme match Ulrich, Uncontested Alpha.

These cards fit Gruul and interact well with creatures or transformations.

Results:

Arlinn, the Pack's Hope (Arlinn, the Pack's Hope // Arlinn, the Moon's Fury) #307 Legendary Planeswalker — Arlinn

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Arlinn
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • After Arlinn, the Moon Fury's second loyalty ability resolves, she is a Werewolf creature and not a planeswalker, so she doesn't lose loyalty counters when she's dealt damage.
  • Arlinn, the Moon's Fury's first loyalty ability is not a mana ability. It uses the stack and may be responded to.
  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If Arlinn, the Moon Fury's second loyalty ability is making her a Werewolf creature and it somehow becomes day, Arlinn will transform, but the effect making her a Werewolf creature will continue to apply for the rest of the turn.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Tcgplayer 6.97 USD / 12.94 USD
    Cardmarket 7.27 EUR / 10.55 EUR
    Cardkingdom 10.99 USD / 22.99 USD
    Cardsphere 6.54 USD
    Manapool 8.31 USD / 12.79 USD

    Legalities

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

    Text

    Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
    +1 Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1counteron it.
    −3 Create two 2/2 green Wolf creature tokens.

    Arlinn, the Moon's Fury (Arlinn, the Pack's Hope // Arlinn, the Moon's Fury) #307 Legendary Planeswalker — Arlinn

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Arlinn
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • After Arlinn, the Moon Fury's second loyalty ability resolves, she is a Werewolf creature and not a planeswalker, so she doesn't lose loyalty counters when she's dealt damage.
  • Arlinn, the Moon's Fury's first loyalty ability is not a mana ability. It uses the stack and may be responded to.
  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If Arlinn, the Moon Fury's second loyalty ability is making her a Werewolf creature and it somehow becomes day, Arlinn will transform, but the effect making her a Werewolf creature will continue to apply for the rest of the turn.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Tcgplayer 6.97 USD / 12.94 USD
    Cardmarket 7.27 EUR / 10.55 EUR
    Cardkingdom 10.99 USD / 22.99 USD
    Cardsphere 6.54 USD
    Manapool 8.31 USD / 12.79 USD

    Legalities

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

    Text

    Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
    +2 Add .
    0 Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

    Domri, Chaos Bringer #RA7 Legendary Planeswalker — Domri

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Domri
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Because it’s a loyalty ability, Domri’s first ability isn’t a mana ability. It can be activated only any time you could cast a sorcery. It uses the stack and can be responded to.
  • If a creature entering the battlefield has riot but can’t have a +1/+1 counter put onto it, it gains haste.
  • If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we’re not going to tell the Gruul how to live their lives.
  • If you choose for the creature to gain haste, it gains haste indefinitely. It won’t lose it as the turn ends or as another player gains control of it.
  • Riot is a replacement effect. Players can’t respond to your choice of +1/+1 counter or haste, and they can’t take actions while the creature is on the battlefield without one or the other.
  • Prices

    Seller Price
    Tcgplayer 5.4 USD
    Cardmarket 7.03 EUR
    Cardkingdom 7.49 USD
    Manapool 4.91 USD

    Legalities

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

    Text


    +1 Add or . If that mana is spent on a creature spell, it gains riot. (It enters with your choice of a +1/+1counteror haste.)
    −3 Look at the top four cards of your library. You may reveal up to two creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
    −8 You get an emblem with "At the beginning of each end step, create a 4/4 red and green Beast creature token with trample."

    Rhythm of the Wild #1740 Enchantment

    Info

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

    Rules

  • A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
  • A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
  • If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
  • If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
  • If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
  • If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
  • Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
  • Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
  • If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
  • Prices

    Seller Price
    Tcgplayer 11.99 USD
    Cardmarket 8.01 EUR / 8.87 EUR
    Cardkingdom 12.99 USD / 13.99 USD
    Cardsphere 8.26 USD
    Manapool 11.45 USD / 11.98 USD

    Legalities

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

    Text

    Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1counteror haste.)

    Arlinn, the Pack's Hope Legendary Planeswalker — Arlinn Transform - ~$11.04

    Domri, Chaos Bringer Legendary Planeswalker — Domri Normal - ~$6.21

    Rhythm of the Wild Enchantment Normal - ~$10.94

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