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AI 🤖 Find me cards equivalent to: Apex Devastator

Equivalent cards to Apex Devastator (green, big creature, cascade or similar value):

  • Maelstrom Nexus (gives cascade to first spell each turn)
  • Maelstrom Wanderer (GRU, 7/5, haste, cascade, cascade)
  • Genesis Hydra (scales with mana, finds creatures from library)
  • Zendikar Resurgent (card draw, mana ramp for big plays)
  • See the Unwritten (cheats big creatures into play)


Reason:
These cards are green (or include green), focus on big spells/creatures, or interact with cascade or value similar to Apex Devastator.

Results:

Apex Devastator #86000 Creature — Chimera Hydra

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 10
Power/Toughness: 10/10
Types:
  • Creature
  • SubTypes:
  • Chimera
  • Hydra
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cascade

    Rules

  • Each instance of cascade triggers and resolves separately. The spell you cast due to the first cascade ability will go on the stack on top of the second, third, and fourth cascade abilities. That spell will resolve before you exile cards for the second cascade ability. The spell you cast for the second will resolve before you exile cards for the third, and so on.
  • Each of Apex Devastator's four cascade abilities will look for a nonland card with mana value less than 10 (Apex Devastator's mana value). This doesn't change even if one or more of the spells you cast because of those cascade abilities has cascade itself. Each of those additional cascade abilities, if any, will refer to the mana value of the spell that caused it to trigger. In other words, each cascade ability cares only about the spell that caused it to trigger, the stack can get messy, and we wish you luck.
  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
  • Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
  • If a spell with cascade is countered, the cascade ability will still resolve normally.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
  • When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
  • You exile the cards face up. All players will be able to see them.
  • 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

    Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)

    Genesis Hydra #193 Creature — Plant Hydra

    Info

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

    Rules

  • A nonland permanent card is an artifact, creature, enchantment, or planeswalker card.
  • Genesis Hydra's first ability will resolve before Genesis Hydra does. Notably, if you put an Aura card onto the battlefield this way, it can't enchant Genesis Hydra.
  • If "the rest" is zero cards, either because X was 0 or because X was 1 and that card was put onto the battlefield, the library is still shuffled.
  • If a card in a player's library has {X} in its mana cost, X is considered to be 0.
  • If you have fewer than X cards in your library, you reveal all of them.
  • If you put an Aura onto the battlefield this way, you choose what it enchants as it enters the battlefield. This doesn't target any permanent or player, but it must be able to enchant that permanent or player. For example, you could put a green Aura onto the battlefield enchanting a creature with hexproof controlled by an opponent, but not one with protection from green.
  • Prices

    Seller Price
    Tcgplayer 0.31 USD
    Cardmarket 0.25 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.28 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 you cast this spell, reveal the top X cards of your library. You may put a nonland permanent card with mana value X or less from among them onto the battlefield. Thenshufflethe rest into your library. This creature enters with X +1/+1 counters on it.

    Maelstrom Nexus #130 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the first spell you cast in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll cast the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.
  • This effect takes into account spells that were cast earlier in the turn before Maelstrom Nexus entered the battlefield, including any spells still on the stack. If you've already cast any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.
  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
  • Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
  • If a spell with cascade is countered, the cascade ability will still resolve normally.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
  • When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
  • You exile the cards face up. All players will be able to see them.
  • Prices

    Seller Price
    Tcgplayer 1.69 USD / 9.28 USD
    Cardmarket 1.28 EUR / 5.08 EUR
    Cardkingdom 2.79 USD / 11.99 USD
    Cardsphere 2.03 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    Maelstrom Wanderer #1319 Legendary Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 7/5
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cascade

    Rules

  • Each instance of cascade triggers and resolves separately. The spell you cast due to the first cascade ability will go on the stack on top of the second cascade ability. That spell will resolve before you exile cards for the second cascade ability.
  • Maelstrom Wanderer gives itself haste.
  • No matter what spell you cast with the first cascade trigger (or with any cascade triggers that result from casting that spell), the second cascade trigger will look for a spell with mana value less than Maelstrom Wanderer's mana value of 8.
  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
  • Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
  • If a spell with cascade is countered, the cascade ability will still resolve normally.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
  • When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
  • You exile the cards face up. All players will be able to see them.
  • Prices

    Seller Price
    Tcgplayer 6.61 USD
    Cardmarket 8.66 EUR / 10.57 EUR
    Cardkingdom 7.99 USD
    Cardsphere 6.01 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Creatures you control have haste. Cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Then do it again.)

    See the Unwritten #149 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Because you’re not casting the creature cards, you can’t pay any additional or alternative costs. You can’t put the cards onto the battlefield face down.
  • Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.
  • If a card you put onto the battlefield this way has {X} in its mana cost, X is considered to be 0.
  • Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
  • You determine whether the ferocious ability applies before any creature cards are put onto the battlefield. If you put two creature cards onto the battlefield this way, those creatures enter the battlefield at the same time.
  • Prices

    Seller Price
    Tcgplayer 0.72 USD / 2.3 USD
    Cardmarket 0.7 EUR / 2.08 EUR
    Cardkingdom 0.99 USD / 1.99 USD
    Cardsphere 0.79 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.

    Zendikar Resurgent #147 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the land’s mana ability produces more than one type of mana, choose one of those types to determine what mana Zendikar Resurgent produces.
  • The last ability will resolve before the creature spell that caused it to trigger.
  • Prices

    Seller Price
    Tcgplayer 2.31 USD / 5.58 USD
    Cardmarket 2.29 EUR / 3.98 EUR
    Cardkingdom 4.49 USD / 6.99 USD
    Cardsphere 3.1 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.) Whenever you cast a creature spell, draw a card.

    Apex Devastator Creature — Chimera Hydra Normal

    Genesis Hydra Creature — Plant Hydra Normal - ~$2.57

    Maelstrom Nexus Enchantment Normal - ~$5.08

    Maelstrom Wanderer Legendary Creature — Elemental Normal - ~$7.06

    See the Unwritten Sorcery Normal - ~$2.62

    Zendikar Resurgent Enchantment Normal - ~$4.54

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