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"Find me cards equivalent to: Brotherhood Vertibird"

Here are some cards similar to Brotherhood Vertibird (artifact, vehicle, colorless, flying, power related to artifact count):
1. Fleetwheel Cruiser

  • Artifact — Vehicle, colorless, has Crew and becomes a creature.

  • Reason: Similar crew mechanic, aggressively statted.
    2. Aethersphere Harvester
  • Artifact — Vehicle, colorless, flying, crew ability.

  • Reason: Flying vehicle with crew cost.
    3. Weatherlight
  • Artifact — Vehicle, colorless, flying, crew.

  • Reason: Flying, crew, colorless vehicle.
    4. Skysovereign, Consul Flagship
  • Artifact — Vehicle, colorless, flying, crew.

  • Reason: Classic flying vehicle, powerful effect.
    5. Hope of Ghirapur
  • Artifact — Creature, not a vehicle, flying, power based on stats.

  • Reason: While not a vehicle, it's a flying artifact creature; for comparison.

All the above are colorless, have flying, and/or use crew; none have variable power based on artifact count except Brotherhood Vertibird, which is unique for that effect. Closest power-scaling comparison for artifact count:

  • Kuldotha Forgemaster (power not scaling, but artifact-synergy),
  • Karn, Silver Golem (turns artifacts into creatures).
    But no exact crew/flying/power scaling except Brotherhood Vertibird.
Found Cards

8 Results

Aethersphere Harvester

Brotherhood Vertibird

Fleetwheel Cruiser

Hope of Ghirapur

Karn, Silver Golem

Kuldotha Forgemaster

Skysovereign, Consul Flagship

Weatherlight

Aethersphere Harvester #142s Artifact — Vehicle

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/5
Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Crew Flying

    Rules

  • Multiple instances of lifelink on the same creature are redundant.
  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • 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 0.59 USD
    Manapool 0.51 USD
    Tcgplayer 0.69 USD
    Cardmarket 0.81 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 When this Vehicle enters, you get (two energy counters). Pay : This Vehicle gains lifelink until end of turn. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

    Brotherhood Vertibird #431 Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: */4
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew Flying

    Rules

  • The ability that defines Brotherhood Vertibird’s power works in all zones, not just the battlefield. As long as Brotherhood Vertibird is on the battlefield (and still an artifact), that ability will count Brotherhood Vertibird itself.
  • Prices

    Seller Price
    Cardmarket 1.12 EUR / 0.58 EUR
    Manapool / 1.81 USD 1.68 USD
    Tcgplayer 2.08 USD / 3.15 USD
    Cardkingdom 3.49 USD / 2.49 USD

    Legalities

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

    Text

    Flying Brotherhood Vertibird's power is equal to the number of artifacts you control. Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)

    Fleetwheel Cruiser #214s Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 5/3
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew Haste Trample

    Rules

  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • Prices

    Seller Price
    Manapool 1.08 USD
    Cardkingdom 4.49 USD
    Tcgplayer 4.62 USD
    Cardmarket 1.22 EUR

    Legalities

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

    Text

    Trample, haste When this Vehicle enters, it becomes an artifact creature until end of turn. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)

    Hope of Ghirapur #154s Legendary Artifact Creature — Thopter

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • If you skip your turn, the affected player will be unable to cast noncreature spells until you actually start a turn.
  • The affected player may still activate abilities, play lands, and cast creature spells.
  • The affected player won’t be able to cast any noncreature spells until after the time that your “beginning of upkeep” triggered abilities are put onto the stack on your next turn.
  • The target player (and any other player) may cast spells in response to the activated ability of Hope of Ghirapur. The ability won’t affect those spells and it won’t affect spells that the target player cast before you activated it. (In other words, the ability can’t be used to counter a spell.)
  • When a player leaves a multiplayer game, any continuous effects with durations that last until that player’s next turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.
  • Prices

    Seller Price
    Cardkingdom 12.99 USD
    Manapool 9.37 USD
    Tcgplayer 8.91 USD
    Cardmarket 4.29 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 Sacrifice Hope of Ghirapur: Until your next turn, target player who was dealt combat damage by Hope of Ghirapur this turn can't cast noncreature spells.

    Karn, Silver Golem #270 Legendary Artifact Creature — Golem

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Golem
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The blocking ability triggers only once no matter how many blockers are declared.
  • A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
  • 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

    Whenever Karn blocks or becomes blocked, it gets -4/+4 until end of turn. : Target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value until end of turn.

    Kuldotha Forgemaster #169 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/5
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Kuldotha Forgemaster can be one of the three artifacts you sacrifice to activate the ability.
  • Prices

    Seller Price
    Tcgplayer 5.56 USD / 18.25 USD
    Cardkingdom 10.99 USD
    Cardmarket / 9.18 EUR 3.91 EUR
    Manapool 6.71 USD

    Legalities

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

    Text

    ,Sacrificethree artifacts: Search your library for an artifact card, put it onto the battlefield, thenshuffle

    Skysovereign, Consul Flagship #234s Legendary Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 6/5
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew Flying

    Rules

  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • Prices

    Seller Price
    Manapool 5.27 USD
    Cardmarket 8.9 EUR
    Cardkingdom 8.49 USD
    Tcgplayer 7.42 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 Whenever Skysovereign enters or attacks, it deals 3 damage to target creature or planeswalker an opponent controls. Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

    Weatherlight #2100 Legendary Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 4/5
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew Flying

    Rules

  • A card, spell, or permanent is historic if it has the legendary supertype, the artifact card type, or the Saga subtype. Having two of those qualities doesn't make an object more historic than another or provide an additional bonus—an object either is historic or it isn't.
  • Prices

    Seller Price
    Manapool / 1.33 USD 1.04 USD
    Cardkingdom / 1.99 USD 1.99 USD
    Cardmarket 1.64 EUR / 1.29 EUR
    Tcgplayer 1.21 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 Whenever Weatherlight deals combat damage to a player, look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.) Crew 3