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"Find me cards equivalent to: Zell Dincht"

Here are some equivalent/red Legendary Creature cards with similar land-based effects or synergies, including Zell Dincht:
1. Valakut Exploration — Not a creature, but similar landfall/exile-and-play synergy for Red.
2. Koth, Fire of Resistance — Mono-red, gains advantage from mountains; more focused on ramp and land utility.
3. Amber Gristle O'Maul — Mono-red legendary with land and combat synergy (though not exactly matching Zell's abilities).
4. Rada, Heart of Keld — Red/green, but has You may look at the top card of your library any time. You may play lands from the top of your library, and power equal to number of lands (Zell Dincht is mono-red, but Rada is very close in function).
5. Akoum Warrior // Akoum Teeth — Modal DFC in Red; not legendary or monk, but interacts with lands in red.


Reason:
Mono-red doesn’t have many legendary creatures in the Monk subtype with land ramp and land-related power boosts. Zell Dincht is quite unique for mono-red; closest equivalents highlight land interaction in red legendary creatures.

Found Cards

4 Results

Amber Gristle O'Maul

Koth, Fire of Resistance

Valakut Exploration

Zell Dincht

Amber Gristle O'Maul #159 Legendary Creature — Dwarf Cleric

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Dwarf
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste

    Rules

  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • 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 (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • 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 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).
  • You can choose two commanders that are the same color or colors.
  • You decide whether to discard your hand as Amber Gristle O'Maul's ability resolves. No player may respond after you have decided to discard your hand but before you have drawn cards.
  • You may choose to discard your hand even if it is empty. Especially if it is empty.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.05 EUR / 0.12 EUR
    Tcgplayer 0.1 USD / 0.25 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

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

    Text

    Haste Whenever Amber Gristle O'Maul attacks, you maydiscardyour hand. If you do, draw a card for each player being attacked. Choose a Background (You can have a Background as a second commander.)

    Koth, Fire of Resistance #446 Legendary Planeswalker — Koth

    Info

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

    Rules

  • Koth's emblem is colorless. Notably, this means that protection from red won't stop a permanent or player from being the target of the emblem's ability, nor will it prevent the damage being dealt. Replacement effects that care about damage from a red source don't apply to it.
  • Prices

    Seller Price
    Cardkingdom 2.49 USD
    Cardmarket 1.04 EUR / 3.12 EUR
    Tcgplayer 4.92 USD
    Manapool 5.03 USD

    Legalities

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

    Text


    +2 Search your library for a basic Mountain card, reveal it, put it into your hand, thenshuffle
    −3 Koth deals damage to target creature equal to the number of Mountains you control.
    −7 You get an emblem with "Whenever a Mountain you control enters, this emblem deals 4 damage to any target."

    Valakut Exploration #175 Enchantment

    Info

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

    Abilities/Keywords

    Rules

  • If Valakut Exploration leaves the battlefield, any cards exiled with it remain exiled and can be played. The end step triggered ability won't trigger, and the cards won't be put into their owner's graveyard.
  • If you play a card this way, it leaves exile and becomes a new object. If it returns to exile later in the turn, you can't play it again.
  • If you play the card in response to the end step triggered ability, that card won't be put into your graveyard and won't be counted when determining how much damage to deal.
  • In a Two-Headed Giant game, the end step triggered ability causes the opposing team to lose 2 life for each card put into its owner's graveyard.
  • You must follow the normal timing permissions and restrictions for the exiled card. If it's a land, you can't play it unless you have land plays available.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer / 4.49 USD 3.54 USD
    Cardkingdom / 4.49 USD 4.99 USD
    Cardmarket 4.04 EUR / 3.87 EUR
    Manapool 2.52 USD / 4.22 USD

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

    Zell Dincht #170s Legendary Creature — Human Monk

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 0/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Monk
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The effect of Zell Dincht's first ability is cumulative with similar effects. For example, if you control both Zell Dincht and Exploration (an enchantment with "You may play an additional land on each of your turns"), you'll be able to play three lands during each of your turns.
  • Prices

    Seller Price
    Manapool 5.14 USD
    Cardkingdom 5.99 USD
    Cardmarket 3.59 EUR
    Tcgplayer 9.24 USD

    Legalities

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

    Text

    You may play an additional land on each of your turns. Zell Dincht gets +1/+0 for each land you control. At the beginning of your end step, return a land you control to its owner's hand.