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"Find me cards equivalent to: Badgermole Cub"
  • Badgermole Cub (as given).
  • Gyre Sage — Also green, adds extra green mana when tapping for mana with +1/+1 counters.
  • Jade Mage — Green, produces creatures (tokens) that can be tapped for mana if you have an effect to do so.
  • Marwyn, the Nurturer — Green, adds green mana for each of her +1/+1 counters when tapped.
  • Incubation Druid — Green, taps for additional green mana if it has a +1/+1 counter.


Reason:
All are green creatures that ramp or interact with mana similar to Badgermole Cub. None have earthbend, which is a unique ability, but they share color and mana production synergy.

Found Cards

5 Results

Badgermole Cub

Gyre Sage

Incubation Druid

Jade Mage

Marwyn, the Nurturer

Badgermole Cub #167s Creature — Badger Mole

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 2
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Badger
  • Mole
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Earthbend

    Rules

  • "Earthbend N" means "Target land you control becomes a 0/0 land creature with haste in addition to its other types. Put N +1/+1 counters on it. When it dies or is exiled, return it to the battlefield tapped under your control."
  • An ability that triggers "whenever you tap a creature for mana" triggers only if you activate a mana ability of a creature including {T} in its cost. Mana abilities that don't include the {T} symbol and instead say "Tap an untapped creature you control" or similar won't cause Badgermole Cub's second ability to trigger. Similarly, it won't trigger if you tap a creature to activate a mana ability of another object (even if that mana ability also includes {T}).
  • Badgermole Cub's last ability is a triggered mana ability. It doesn't use the stack and can't be responded to.
  • Earthbend doesn't give the land you control a color. As most lands are colorless, in most cases the resulting land creature will also be colorless.
  • If a land was animated by earthbend and would go to any zone other than the graveyard or exile, it will not be returned to the battlefield by the delayed triggered ability created by earthbend.
  • If the targeted land becomes an illegal target before the spell or ability that includes earthbend resolves, earthbend does nothing. If the spell or ability didn't have other targets, it won't resolve.
  • The land will retain any other types, subtypes, or supertypes it previously had. It will also retain any mana abilities it had as a result of those subtypes. For example, a Forest that's turned into a creature this way can still be tapped for {G}.
  • You may target a land that is already a creature, perhaps because of a previous earthbend ability. The land will get the +1/+1 counters, gain haste, and have its base power and toughness set to 0/0.
  • Prices

    Seller Price
    Tcgplayer 116.64 USD
    Cardkingdom 149.99 USD
    Manapool 121.53 USD
    Cardmarket 71.04 EUR

    Legalities

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

    Text

    When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1counteron it. When it dies or is exiled, return it to the battlefield tapped.) Whenever you tap a creature for mana, add an additional .

    Gyre Sage #112 Creature — Elf Druid

    Info

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

    Abilities/Keywords

    Evolve

    Rules

  • Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
  • If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
  • If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
  • If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
  • When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.
  • When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
  • Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
  • Prices

    Seller Price
    Cardkingdom 2.79 USD
    Cardmarket 2.26 EUR
    Tcgplayer 2.44 USD
    Manapool 1.83 USD

    Legalities

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

    Text

    Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1counteron this creature.) : Add for each +1/+1counteron this creature.

    Incubation Druid #302 Creature — Elf Druid

    Info

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

    Abilities/Keywords

    Adapt

    Rules

  • Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says "{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
  • Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
  • The types of mana are white, blue, black, red, green, and colorless.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
  • Prices

    Seller Price
    Manapool 1.76 USD
    Cardkingdom 3.49 USD
    Cardmarket 1.63 EUR
    Tcgplayer 3.04 USD

    Legalities

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

    Text

    : Add one mana of any type that a land you control could produce. If this creature has a +1/+1counteron it, add three mana of that type instead. : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

    Jade Mage #M12-181 Creature — Human Shaman

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.1 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 0.24 USD

    Legalities

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

    Text

    : Create a 1/1 green Saproling creature token.

    Marwyn, the Nurturer #172s Legendary Creature — Elf Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Marwyn's activated ability is a mana ability. It doesn't use the stack and can't be responded to.
  • Prices

    Seller Price
    Cardmarket 7.82 EUR
    Manapool 9.89 USD
    Cardkingdom 16.99 USD
    Tcgplayer 9.22 USD

    Legalities

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

    Text

    Whenever another Elf you control enters, put a +1/+1counteron Marwyn. : Add an amount of equal to Marwyn's power.