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6 Cards Found

AI 🤖 Find me cards equivalent to: Verazol, the Split Current

Equivalent cards to Verazol, the Split Current (Simic, +1/+1 counters, cares about kicker):
1. Roalesk, Apex Hybrid — Simic, +1/+1 counters theme.
2. Toothy, Imaginary Friend — Simic, grows with counters.
3. Zameck Guildmage — Simic, manipulates +1/+1 counters.
4. Loyal Guardian — Simic, gives +1/+1 counters each combat.
5. Experiment Kraj — Simic, cares about counters.


Reason: All are blue and green, interact with +1/+1 counters, or have synergy with the Simic playstyle. None do exactly kicker, but all fill similar roles in Simic +1/+1 counters/counter-matters decks.

Results:

Experiment Kraj #578 Legendary Creature — Ooze Mutant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 6
Power/Toughness: 4/6
Types:
  • Creature
  • SubTypes:
  • Ooze
  • Mutant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Unlike with cards like Quicksilver Elemental, the costs of the activated abilities Experiment Kraj gains must be paid with the correct colors of mana.
  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price
    Tcgplayer 2.74 USD
    Cardmarket 0.84 EUR
    Cardkingdom 1.49 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

    Experiment Kraj has all activated abilities of each other creature with a +1/+1counteron it. : Put a +1/+1counteron target creature.

    Loyal Guardian #198 Creature — Rhino

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Rhino
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • If you don't control your commander as the lieutenant ability resolves, you won't get its effect.
  • If you have multiple commanders, you need to control only one for the lieutenant effect to happen.
  • The lieutenant effect happens only once each combat, even if you somehow control multiple commanders (perhaps because you have two commanders with a partner ability from the Battlebond™ set).
  • Prices

    Seller Price
    Tcgplayer 0.27 USD
    Cardmarket 0.34 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.29 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

    Trample Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1counteron each creature you control.

    Roalesk, Apex Hybrid #349 Legendary Creature — Human Mutant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Human
  • Mutant
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Flying Proliferate Trample

    Rules

  • You proliferate twice all while Roalesk's last ability is resolving. Nothing can happen between the two proliferations, and no player may choose to take actions.
  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Tcgplayer 0.51 USD
    Cardmarket 0.43 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.39 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

    Flying, trample When Roalesk enters, put two +1/+1 counters on another target creature you control. When Roalesk dies, proliferate, then proliferate again. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there. Then do it again.)

    Toothy, Imaginary Friend #1049 Legendary Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
  • If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Toothy's middle ability won't trigger.
  • If enough -1/-1 counters are put on Toothy at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are two +1/+1 counters on Toothy and it gets three -1/-1 counters, you'll draw two cards.
  • If you draw multiple cards, Toothy's middle ability triggers that many times. If your team also controls Pir, each of those resolving triggered abilities puts two +1/+1 counters on Toothy.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
  • The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
  • The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
  • To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
  • Prices

    Seller Price
    Tcgplayer 16.06 USD / 16.86 USD
    Cardkingdom 16.99 USD / 17.99 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

    Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, thenshuffle) Whenever you draw a card, put a +1/+1counteron Toothy. When Toothy leaves the battlefield, draw a card for each +1/+1counteron it.

    Verazol, the Split Current #239 Legendary Creature — Serpent

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/0
    Types:
  • Creature
  • SubTypes:
  • Serpent
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A copy is created even if the spell that caused Verazol's last ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
  • For spells with {X} in their mana costs, the copy has the same value of X.
  • If Verazol enters the battlefield without being cast, then no mana was spent to cast it. It enters the battlefield without any +1/+1 counters. If no other effects are increasing its toughness at that time, it will be put into its owner's graveyard as a state-based action.
  • If a permanent spell is copied, it's put onto the battlefield as a token as the spell resolves rather than putting the copy of the spell onto the battlefield. The rules that apply to a permanent spell becoming a permanent apply to a copy of a spell becoming a token.
  • If another creature enters the battlefield as a copy of Verazol, consider how much mana was spent to cast that creature to determine how many +1/+1 counters it enters with.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones. This doesn't apply to copying a permanent spell with a modal enters-the-battlefield ability.
  • The amount of mana you spent to cast Verazol is usually equal to its mana value, normally 2 plus the value chosen for X. However, you also include any additional costs you pay, including the "commander tax" in a Commander game.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • The token that a resolving copy of a spell becomes isn't said to have been "created."
  • Verazol's last ability can copy any kicked spell, not just one with targets.
  • You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. Most notably, the copy is also kicked.
  • You can't remove more than two counters as Verazol's last ability resolves to copy the spell more than once. You can't remove just one counter from it if it has only one. If Verazol leaves the battlefield while its last ability is on the stack, you can't remove two +1/+1 counters from it at all.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.14 USD
    Cardmarket 0.14 EUR / 0.19 EUR
    Cardkingdom 0.49 USD / 0.49 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

    Verazol enters with a +1/+1counteron it for each mana spent to cast it. Whenever you cast a kicked spell, you may remove two +1/+1 counters from Verazol. If you do, copy that spell. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

    Zameck Guildmage #209 Creature — Elf Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Zameck Guildmage's first ability has no effect on creatures already on the battlefield when it resolves.
  • Zameck Guildmage's first ability is cumulative. For example, if it resolves twice in a turn, each creature that enters under your control that turn will do so with two +1/+1 additional counters on it.
  • Prices

    Seller Price
    Tcgplayer 0.56 USD
    Cardmarket 0.6 EUR / 0.02 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.61 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

    : This turn, each creature you control enters with an additional +1/+1counteron it. , Remove a +1/+1counterfrom a creature you control: Draw a card.

    Experiment Kraj Legendary Creature — Ooze Mutant Normal - ~$1.69

    Loyal Guardian Creature — Rhino Normal - ~$0.4

    Roalesk, Apex Hybrid Legendary Creature — Human Mutant Normal - ~$0.58

    Toothy, Imaginary Friend Legendary Creature — Illusion Normal - ~$16.97

    Verazol, the Split Current Legendary Creature — Serpent Normal - ~$0.25

    Zameck Guildmage Creature — Elf Wizard Normal - ~$0.46

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