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"Find me cards equivalent to: Aetherstorm Roc"

Equivalent cards to Aetherstorm Roc (white, flying, ETB/attack abilities) include:

  • Resplendent Angel: Flying, creature-based triggers, but creates tokens instead of energy.
  • Emeria Angel: Flying, triggers landfall to create creatures.
  • Skyhunter Skirmisher: Flying, attack-based ability (double strike).
  • Luminarch Aspirant: Puts +1/+1 counters on creatures each combat.

These cards share color, flying, and/or similar triggering/interaction mechanics as Aetherstorm Roc. There are no direct equivalents to its energy mechanic in white.

Found Cards

5 Results

Aetherstorm Roc

Emeria Angel

Luminarch Aspirant

Resplendent Angel

Skyhunter Skirmisher

Aetherstorm Roc #3s Creature — Bird

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Bird
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • A creature entering the battlefield at the same time as Aetherstorm Roc causes its first triggered ability to trigger.
  • Aetherstorm Roc's second triggered ability resolves before blockers are chosen. A creature tapped this way won't be able to block.
  • You don't have to target a creature with Aetherstorm Roc's last ability. If you do choose a target, and that target becomes illegal, the ability doesn't resolve and you won't be able to pay {E}{E} to put a counter on Aetherstorm Roc.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardkingdom 1.99 USD
    Tcgplayer 0.9 USD
    Manapool 0.81 USD
    Cardmarket 0.46 EUR

    Legalities

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

    Text

    Flying Whenever this creature or another creature you control enters, you get (an energy counter). Whenever this creature attacks, you may pay . If you do, put a +1/+1counteron it and tap up to one target creature defending player controls.

    Emeria Angel #114 Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • 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 0.27 USD
    Manapool 0.16 USD
    Cardmarket 0.24 EUR
    Cardkingdom 0.69 USD

    Legalities

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

    Text

    Flying Landfall — Whenever a land you control enters, you may create a 1/1 white Bird creature token with flying.

    Luminarch Aspirant #24 Creature — Human Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Luminarch Aspirant can be the target of its own ability.
  • Prices

    Seller Price
    Tcgplayer / 0.53 USD 0.45 USD
    Cardkingdom 0.79 USD / 1.49 USD
    Cardmarket / 0.93 EUR 0.3 EUR
    Manapool / 0.52 USD 0.22 USD

    Legalities

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

    Text

    At the beginning of combat on your turn, put a +1/+1counteron target creature you control.

    Resplendent Angel #34s Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • If you didn't gain life during the turn before the end step begins, Resplendent Angel's triggered ability won't trigger at all. Gaining life during the end step won't cause the ability to trigger.
  • In a Two-Headed Giant game, life gained by your teammate won't satisfy Resplendent Angel's triggered ability, even though it caused your team's life total to increase.
  • Resplendent Angel's triggered ability checks if you gained 5 or more life total during the turn. It doesn't matter if you also lost life or whether your life total is greater than it was at the beginning of the turn. It also doesn't matter whether Resplendent Angel was on the battlefield when any of the life gain happened.
  • You create only one Angel token, no matter how many times you gained 5 or more life.
  • You don't need to have gained 5 life all at once to satisfy Resplendent Angel's triggered ability.
  • Prices

    Seller Price
    Cardmarket 14.37 EUR
    Manapool 16.3 USD
    Tcgplayer 14.75 USD
    Cardkingdom 22.99 USD

    Legalities

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

    Text

    Flying At the beginning of each end step, if you gained 5 or more life this turn, create a 4/4 white Angel creature token with flying and vigilance. : Until end of turn, this creature gets +2/+2 and gains lifelink.

    Skyhunter Skirmisher #L39 Creature — Cat Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying, double strike