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"Find me cards equivalent to: Vault 12: The Necropolis"

Equivalent cards to Vault 12: The Necropolis (Enchantment — Saga, Black, Zombie/mutant/token/counter themes):
1. Phyrexian Scriptures — Black Saga, creates board-wide effects and interacts with counters and creatures becoming artifact creatures (similar saga structure).
2. The Eldest Reborn — Black Saga, produces value with graveyard and board impact.
3. Rise of the Dread Marn — Black instant, creates variable numbers of Zombie tokens.
4. God-Eternal Bontu — Black, creates tokens, though not a Saga, but good for token strategies in Black.
5. Liliana's Mastery — Black Enchantment, creates Zombie tokens and pumps them.

All are black, focus on Zombies or tokens, and/or use saga mechanics. Vault 12: The Necropolis is included for reference.

Found Cards

6 Results

God-Eternal Bontu

Liliana's Mastery

Phyrexian Scriptures

Rise of the Dread Marn

The Eldest Reborn

Vault 12: The Necropolis

God-Eternal Bontu #83 Legendary Creature — Zombie God

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 5/6
Types:
  • Creature
  • SubTypes:
  • Zombie
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace

    Rules

  • As Bontu's first triggered ability resolves, you may choose to sacrifice zero other permanents.
  • If a second God-Eternal Bontu enters the battlefield under your control, you'll put one into your graveyard before you can sacrifice anything to the new Bontu's triggered ability.
  • If any abilities trigger as you sacrifice other permanents, those abilities won't be put onto the stack until after you've drawn cards.
  • Prices

    Seller Price
    Tcgplayer 0.36 USD
    Manapool 0.15 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.4 EUR

    Legalities

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

    Text

    Menace When God-Eternal Bontu enters,sacrificeany number of other permanents, then draw that many cards. When God-Eternal Bontu dies or is put into exile from the battlefield, you may put it into its owner's library third from the top.

    Liliana's Mastery #98s Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 6.49 USD
    Tcgplayer 2.96 USD
    Manapool 6.03 USD
    Cardmarket 1.53 EUR

    Legalities

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

    Text

    Zombies you control get +1/+1. When this enchantment enters, create two 2/2 black Zombie creature tokens.

    Phyrexian Scriptures #100s Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • The effect of Phyrexian Scriptures's first chapter ability lasts indefinitely. It doesn't expire when Phyrexian Scriptures leaves the battlefield.
  • Prices

    Seller Price
    Manapool 8.11 USD
    Cardkingdom 8.49 USD
    Cardmarket 4.2 EUR
    Tcgplayer 9.03 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Put a +1/+1counteron up to one target creature. That creature becomes an artifact in addition to its other types. II —Destroyall nonartifact creatures. III — Exile all opponents' graveyards.

    Rise of the Dread Marn #107p Instant

    Info

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

    Abilities/Keywords

    Foretell

    Rules

  • Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
  • Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
  • If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
  • It doesn’t matter if the cards that represented those creatures are still in the graveyard as Rise of the Dread Marn resolves. They’ll still count as long as they died that turn.
  • The number of nontoken creatures that died that turn is counted as Rise of the Dread Marn is resolving. In other words, nontoken creatures that die in response to Rise of the Dread Marn will count.
  • Prices

    Seller Price
    Cardkingdom 3.99 USD
    Tcgplayer / 1.92 USD 1.34 USD
    Manapool 3.1 USD
    Cardmarket 0.9 EUR / 1.15 EUR

    Legalities

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

    Text

    Create X 2/2 black Zombie Berserker creature tokens, where X is the number of nontoken creatures that died this turn. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

    The Eldest Reborn #139 Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the permanent you control from The Eldest Reborn's final chapter ability is exiled.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • When the first chapter ability of The Eldest Reborn resolves, the next opponent in turn order (or, if it's an opponent's turn, that opponent) chooses a creature or planeswalker they control, then each other opponent in turn order (if any) does the same. All chosen permanents are then sacrificed at the same time. Players will know the choices made by earlier players when making their choices.
  • When the second chapter ability of The Eldest Reborn resolves, the next opponent in turn order (or, if it's an opponent's turn, that opponent) chooses a card in hand without revealing it, then each other opponent in turn order (if any) does the same. All chosen cards are then discarded at the same time.
  • Prices

    Seller Price
    Manapool 0.18 USD
    Tcgplayer 0.35 USD
    Cardkingdom 0.79 USD
    Cardmarket 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

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Each opponent sacrifices a creature or planeswalker of their choice. II — Each opponent discards a card. III — Put target creature or planeswalker card from a graveyard onto the battlefield under your control.

    Vault 12: The Necropolis #579 Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A creature you control that’s both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12’s last ability.
  • Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
  • In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
  • Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
  • The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
  • There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
  • Use the number of rad counters among all players still in the game when Vault 12’s second chapter ability resolves to determine the value of X.
  • Prices

    Seller Price
    Cardmarket 7.22 EUR
    Manapool 14.94 USD
    Tcgplayer 8.89 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Each player gets three rad counters. II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players. III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.