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"Find me cards equivalent to: Ambassador Blorpityblorpboop"

Equivalent cards to Ambassador Blorpityblorpboop (blue) that care about dice rolling or random effects include:

  • Krark's Other Thumb (boosts dice rolls, red)
  • Barbarian Class (doubles d20 rolls, red)
  • Robe of Stars (phasing mechanic, blue, but not dice—closest blue overlap)
  • Admission’s Office (Un-card, interacts with counters, blue)

Note: There are few blue dice-rolling cards; most are red. Blue focuses more on phasing and counters. Ambassador Blorpityblorpboop is unique in blue for dice interactions.

Found Cards

4 Results

Ambassador Blorpityblorpboop

Barbarian Class

Krark's Other Thumb

Robe of Stars

Ambassador Blorpityblorpboop #505 Legendary Creature — Alien Advisor Guest

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 5
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Alien
  • Advisor
  • Guest
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Although Ambassador Blorpityblorpboop’s last ability considers the power and toughness stickers of permanents you control, the card itself is not considered to be stickered unless there’s actually a sticker on it.
  • Ambassador Blorpityblorpboop counts all power and toughness stickers on all permanents you control, even if those power and toughness stickers don’t currently have any effect (possibly because you placed another power and toughness sticker on the same creature).
  • Ambassador Blorpityblorpboop has received a minor update to clarify its function. Specifically, its ability causes its base power to match the total power of stickers you control, and its base toughness to match the total toughness of stickers you control. The updated wording appears above.
  • Count only the powers and toughnesses of the stickers on permanents you control, not the actual powers and toughnesses of those permanents. For example, if a creature you control has a 4/4 sticker on it, but it also has three +1/+1 counters on it, it’s a 7/7 creature, but Ambassador Blorpityblorpboop’s base power and toughness would become 4/4.
  • If Ambassador Blorpityblorpboop has a power and toughness sticker on it, that sticker is included when calculating for the last ability.
  • It doesn’t matter if the stickers are on creatures. Any power and toughness stickers on noncreature permanents you control will also count.
  • The base power and toughness change doesn’t end at end of turn; it lasts indefinitely, until Ambassador Blorpityblorpboop either leaves the battlefield or its base power and toughness changes again from another effect (for example, a power and toughness sticker being placed on it or its ability triggering again).
  • Prices

    Seller Price
    Tcgplayer 0.24 USD
    Cardmarket 0.18 EUR
    Manapool 0.22 USD
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    When Ambassador Blorpityblorpboop enters, you get , then you may put a sticker on a nonland permanent you own. At the beginning of each combat, you may have Ambassador Blorpityblorpboop's base power become equal to the total power of all stickers on permanents you control and its base toughness become equal to those stickers' total toughness.

    Barbarian Class #131 Enchantment — Class

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD / 1.49 USD
    Manapool 0.18 USD / 0.36 USD
    Tcgplayer 0.29 USD / 0.43 USD
    Cardmarket 0.24 EUR / 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

    (Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 Creatures you control have haste.

    Krark's Other Thumb #151 Legendary Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • If the die roll includes a physical component, such as Ol’ Buzzbark caring where the dice land, roll two dice for each one you would roll. You may need to use colored dice to keep each pair of dice clear so you can ignore one roll from each pair.
  • If you are instructed to roll multiple dice, roll two for each one and choose which one counts.
  • Krark’s Other Thumb applies to rerolls as well.
  • Krark’s Other Thumb works with any die you’re instructed or allowed to roll.
  • The ignored roll never happened as far as any other effect is concerned. For example, an ability that triggers “whenever you roll a die” won’t trigger for the ignored roll.
  • Prices

    Seller Price
    Manapool 0.26 USD / 16.71 USD
    Tcgplayer 0.27 USD / 16.04 USD
    Cardkingdom / 12.99 USD 0.39 USD
    Cardmarket / 4.82 EUR 0.25 EUR

    Legalities

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

    Text

    If you would roll a die, instead roll two of those dice and ignore one of those results.

    Robe of Stars #121 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • An attacking or blocking creature that phases out is removed from combat.
  • Any continuous effects with a “for as long as” duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
  • As a creature is phased out, Auras and Equipment attached to it (including Robe of Stars) also phase out at the same time. Those Auras and Equipment will phase in attached to the creature they were attached to when they phased out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • If an opponent gains control of one of your creatures, that creature phases out, and the duration of the control-change effect expires before it phases back in, that creature phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
  • Notably, this means you cannot equip Robe of Stars to another creature while it is phased out. If you activate the Astral Projection ability of an attached Robe of Stars in response to the equip ability, Robe of Stars will be phased out before the equip ability resolves and will not be moved.
  • Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
  • Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
  • Phasing out doesn't cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won't cause any “enters the battlefield” abilities to trigger.
  • Prices

    Seller Price
    Cardkingdom / 22.99 USD 18.99 USD
    Manapool 12.37 USD / 15.63 USD
    Tcgplayer 11.61 USD / 15.93 USD
    Cardmarket 7.69 EUR / 10.36 EUR

    Legalities

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

    Text

    Equipped creature gets +0/+3. Astral Projection — : Equipped creature phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.) Equip