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AI 🤖 Find me cards equivalent to: Yarus, Roar of the Old Gods

Equivalent cards to Yarus, Roar of the Old Gods (RG colors, anthem for attacking creatures, gives trample):
1. Gruul War Chant — Red/Green, gives attacking creatures +1/+0 and menace.
2. Atarka's Command — Red/Green instant, can pump creatures and deal with similar effects.
3. Domri, Anarch of Bolas — Red/Green, gives your creatures +1/+0.
4. Insult // Injury — Red, doubles damage during your turn, supports aggressive attacks.


Reason: All are Red/Green and provide attack-focused buffs or abilities. There’s no exact copy, but these are close in function.

Results:

Atarka's Command #213 Instant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: /
Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai's Command, you would gain 4 life and then draw a card. (The order won't matter in most cases.)
  • If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can't choose new modes.
  • If all targets for the chosen modes become illegal before the Command resolves, the spell won't resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • If you choose the third mode and put a land card onto the battlefield, that doesn't count as playing a land. For example, you can both play a land and put a land onto the battlefield this way during your turn.
  • The first mode won't affect life that was gained earlier in the turn.
  • You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren't chosen. For example, you can cast Ojutai's Command without targeting a creature spell provided you don't choose the third mode.
  • You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can't be changed.
  • Prices

    Seller Price
    Tcgplayer 0.85 USD / 2.62 USD
    Cardmarket 1.03 EUR / 2.54 EUR
    Cardsphere 1.09 USD

    Legalities

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

    Text

    Choose two — • Your opponents can't gain life this turn. • Atarka's Command deals 3 damage to each opponent. • You may put a land card from your hand onto the battlefield. • Creatures you control get +1/+1 and gain reach until end of turn.

    Domri, Anarch of Bolas #521 Legendary Planeswalker — Domri

    Info

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

    Abilities/Keywords

    Fight

    Rules

  • A spell or ability that counters spells can still target a creature spell you control after Domri's first loyalty ability has resolved. 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.
  • After Domri's first loyalty ability has resolved, no creature spells you cast can be countered during that turn, not just the one you spend the mana on.
  • Because it's a loyalty ability, Domri's first loyalty 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 Domri leaves the battlefield before his last ability resolves, most likely because he only had 2 loyalty when you activated the ability, the creature won't have +1/+0 from Domri's static ability while it fights.
  • If either target is an illegal target as Domri's last ability resolves, no creature will deal or be dealt damage.
  • Prices

    Seller Price
    Tcgplayer 1.43 USD
    Cardmarket 1.57 EUR

    Legalities

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

    Text

    Creatures you control get +1/+0.
    +1 Add or . Creature spells you cast this turn can't be countered.
    −2 Target creature you control fights target creature you don't control.

    Gruul War Chant #203 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.21 USD / 0.69 USD
    Cardmarket 0.19 EUR / 0.42 EUR
    Cardsphere 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

    Attacking creatures you control get +1/+0 and have menace.

    Insult (Insult // Injury) #213s Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Aftermath
    Rank:

    Rules

  • A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
  • Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
  • If a creature with trample you control would deal combat damage to a blocking creature this turn, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can only have 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 to the defending player.
  • If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
  • If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
  • If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
  • If you cast two Insults in one turn, damage dealt by sources you control this turn will be multiplied by 4. If you cast three Insults, it will be multiplied by 8, and so on. How rude.
  • Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
  • While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
  • You can't cast Injury unless you target both a creature and a player. If one target is illegal as Injury resolves, the spell deals damage to the remaining legal target.
  • Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
  • Prices

    Seller Price
    Tcgplayer 3.42 USD
    Cardmarket 1.63 EUR
    Cardkingdom 4.99 USD

    Legalities

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

    Text

    Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.

    Injury (Insult // Injury) #213s Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Aftermath
    Rank:

    Abilities/Keywords

    Aftermath

    Rules

  • A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
  • Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
  • If a creature with trample you control would deal combat damage to a blocking creature this turn, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can only have 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 to the defending player.
  • If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
  • If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
  • If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
  • If you cast two Insults in one turn, damage dealt by sources you control this turn will be multiplied by 4. If you cast three Insults, it will be multiplied by 8, and so on. How rude.
  • Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
  • While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
  • You can't cast Injury unless you target both a creature and a player. If one target is illegal as Injury resolves, the spell deals damage to the remaining legal target.
  • Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
  • Prices

    Seller Price
    Tcgplayer 3.42 USD
    Cardmarket 1.63 EUR

    Legalities

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

    Text

    Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.

    Yarus, Roar of the Old Gods #245 Legendary Creature — Centaur Druid

    Info

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

    Rules

  • If Yarus, Roar of the Old Gods dies at the same time as one or more face-down creatures you control, its last ability triggers for each of those creatures.
  • If a face-down creature dies but the permanent card it becomes in the graveyard leaves the graveyard before Yarus, Roar of the Old Gods's last ability resolves, it will not return to the battlefield.
  • If a permanent card that would be returned to the battlefield face down by Yarus, Roar of the Old Gods's last ability can't be turned face up for some reason, it'll still be returned to the battlefield, but it will stay face down. In that case, it will be a 2/2 creature with no name, mana cost, or creature types. Since it isn't disguised or cloaked, it won't have ward {2}.
  • Normally, combat damage is dealt all at the same time. In that case, Yarus, Roar of the Old Gods's last ability triggers once for each player that face-down creatures you control dealt combat damage to, regardless of how many creatures were dealing that damage. If any of those face-down creatures have double strike or first strike, the ability will trigger once for each player dealt damage in each combat damage step.
  • Prices

    Seller Price
    Tcgplayer 0.15 USD / 0.24 USD
    Cardmarket 0.19 EUR / 0.33 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.14 USD

    Legalities

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

    Text

    Other creatures you control have haste. Whenever one or more face-down creatures you control deal combat damage to a player, draw a card. Whenever a face-down creature you control dies, return it to the battlefield face down under its owner's control if it's a permanent card, then turn it face up.

    Atarka's Command Instant Normal - ~$1.63

    Domri, Anarch of Bolas Legendary Planeswalker — Domri Normal - ~$1.5

    Gruul War Chant Enchantment Normal - ~$0.36

    Insult Sorcery Aftermath - ~$3.35

    Yarus, Roar of the Old Gods Legendary Creature — Centaur Druid Normal - ~$0.29

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