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"Find me cards equivalent to: Bastion Inventor"

Equivalent cards (Blue, with Improvise and/or Hexproof):
1. Bastion Inventor — Creature — Vedalken Artificer, Improvise, Hexproof.
2. Herald of Anguish — (Black), Improvise, not blue, but closely related in mechanics.
3. Aethershield Artificer — Blue/Artifact synergy, but lacks Improvise and Hexproof.
4. Aetherswooper — Blue, Improvise, not Hexproof.
5. Whirler Virtuoso — Blue, Artificer, no Improvise or Hexproof.
6. Slippery Scoundrel — Blue, Hexproof after city's blessing, no Improvise.
7. Stormtide Leviathan — Blue, Hexproof (from creatures), no Improvise.

Best match: Only Bastion Inventor is blue with both Improvise and Hexproof. Closest alternatives share either color, creature type, or a single ability, but not both.

Found Cards

6 Results

Aethershield Artificer

Bastion Inventor

Herald of Anguish

Slippery Scoundrel

Stormtide Leviathan

Whirler Virtuoso

Aethershield Artificer #140 Creature — Dwarf Artificer

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Cardmarket 0.15 EUR
    Tcgplayer 0.16 USD
    Manapool 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

    At the beginning of combat on your turn, target artifact creature you control gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroyit.)

    Bastion Inventor #AER-30 Creature — Vedalken Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Hexproof Improvise

    Rules

  • Because improvise isn’t an alternative cost, it can be used in conjunction with alternative costs.
  • Equipment attached to a creature doesn’t become tapped when that creature becomes tapped, and tapping that Equipment doesn’t cause the creature to become tapped.
  • If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell’s costs. You won’t be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won’t be on the battlefield when you pay the spell’s costs, so you won’t be able to tap it for improvise.
  • Improvise can’t be used to pay for anything other than the cost of casting the spell. For example, it can’t be used during the resolution of an ability that says “Counter target spell unless its controller pays {3}.”
  • Improvise can’t pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell’s total cost.
  • Improvise doesn’t change a spell’s mana cost or mana value.
  • Tapping an artifact won’t cause its abilities to stop applying unless those abilities say so.
  • When calculating a spell’s total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.
  • Prices

    Seller Price
    Tcgplayer 0.21 USD
    Cardkingdom 0.35 USD
    Cardmarket 0.04 EUR
    Manapool 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

    Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Hexproof (This creature can't be the target of spells or abilities your opponents control.)

    Herald of Anguish #64s Creature — Demon

    Info

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

    Abilities/Keywords

    Flying Improvise

    Rules

  • Because improvise isn't an alternative cost, it can be used in conjunction with alternative costs.
  • Equipment attached to a creature doesn't become tapped when that creature becomes tapped, and tapping that Equipment doesn't cause the creature to become tapped.
  • If an artifact you control has a mana ability with {T} in the cost, activating that ability while casting a spell with improvise will result in the artifact being tapped when you pay the spell's costs. You won't be able to tap it again for improvise. Similarly, if you sacrifice an artifact to activate a mana ability while casting a spell with improvise, that artifact won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for improvise.
  • Improvise can't be used to pay for anything other than the cost of casting the spell. For example, it can't be used during the resolution of an ability that says “Counter target spell unless its controller pays {3}.”
  • Improvise can't pay for {W}, {U}, {B}, {R}, {G}, or {C} mana symbols in a spell's total cost.
  • Improvise doesn't change a spell's mana cost or mana value.
  • Tapping an artifact won't cause its abilities to stop applying unless those abilities say so.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Improvise applies after the total cost is calculated.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD
    Tcgplayer 3.64 USD
    Manapool 3.12 USD
    Cardmarket 2.68 EUR

    Legalities

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

    Text

    Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .) Flying At the beginning of your end step, each opponent discards a card. ,Sacrificean artifact: Target creature gets -2/-2 until end of turn.

    Slippery Scoundrel #55 Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren’t permanents.
  • Ascend on a permanent isn’t a triggered ability and doesn’t use the stack. Players can respond to a spell that will give you your tenth permanent, but they can’t respond to getting the city’s blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can’t respond before you get the city’s blessing.
  • If you cast a spell with ascend, you don’t get the city’s blessing until it resolves. Players may respond to that spell by trying to change whether you get the city’s blessing.
  • If you control ten permanents but don’t control a permanent or resolving spell with ascend, you don’t get the city’s blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won’t have the city’s blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the “Legend Rule” or due to being a creature with 0 toughness), you get the city’s blessing before it leaves the battlefield.
  • Once Slippery Scoundrel has become blocked, getting the city’s blessing won’t cause it to become unblocked.
  • Once you have the city’s blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city’s blessing isn’t a permanent itself and can’t be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city’s blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent’s characteristics after you have the city’s blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • Prices

    Seller Price
    Cardmarket 0.12 EUR / 0.34 EUR
    Cardkingdom / 1.99 USD 0.35 USD
    Tcgplayer 0.16 USD / 0.79 USD
    Manapool 0.15 USD / 0.34 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, this creature has hexproof and can't be blocked.

    Stormtide Leviathan #70 Creature — Leviathan

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: 8/8
    Types:
  • Creature
  • SubTypes:
  • Leviathan
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Landwalk

    Rules

  • If Stormtide Leviathan loses its abilities, all lands on the battlefield (including those that enter the battlefield later on) will still be Islands in addition to their other types and will still be able to tap to produce {U}. The way continuous effects work, Stormtide Leviathan's type-changing ability is applied before the effect that removes that ability is applied.
  • Islandwalk cares about lands with the land type Island, not necessarily lands named Island.
  • Stormtide Leviathan's second ability causes each land on the battlefield to have the land type Island. Each land thus has the ability "{T}: Add {U}." Nothing else changes about those lands, including their names, other subtypes, other abilities, and whether they're legendary or basic.
  • Stormtide Leviathan's third ability affects all creatures with neither flying nor islandwalk, regardless of who controls them. They can't attack any player or planeswalker.
  • Prices

    Seller Price
    Tcgplayer 0.51 USD / 5.19 USD
    Cardmarket / 3.24 EUR 0.55 EUR
    Manapool / 5.92 USD 0.52 USD
    Cardkingdom 1.29 USD / 7.99 USD

    Legalities

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

    Text

    Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.

    Whirler Virtuoso #215 Creature — Vedalken Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • 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

    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, you get (three energy counters). Pay : Create a 1/1 colorless Thopter artifact creature token with flying.