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"Find me cards equivalent to: Casal, Pathbreaker Owlbear"

Equivalent cards (green, legendary, gives buffs/trample, transform effect):

  • Crested Sunmare (gives all horse creatures indestructible, similar team buff)
  • Esika, God of the Tree (grants other legendary creatures vigilance and mana ability)
  • Arlinn, the Pack's Hope // Arlinn, the Moon's Fury (transform, grants vigilance, trample, and power buff on her night side)
  • Goreclaw, Terror of Qal Sisma (buffs power/toughness, grants trample to big creatures)


Reason: No exact equivalent, but listed cards mimic parts of Casal’s abilities (legendary synergy, buffs, vigilance/trample, transformation).

Found Cards

3 Results

Arlinn, the Pack's Hope

Crested Sunmare

Goreclaw, Terror of Qal Sisma

Arlinn, the Pack's Hope (Arlinn, the Pack's Hope // Arlinn, the Moon's Fury) #307 Legendary Planeswalker — Arlinn

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Arlinn
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • After Arlinn, the Moon Fury's second loyalty ability resolves, she is a Werewolf creature and not a planeswalker, so she doesn't lose loyalty counters when she's dealt damage.
  • Arlinn, the Moon's Fury's first loyalty ability is not a mana ability. It uses the stack and may be responded to.
  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If Arlinn, the Moon Fury's second loyalty ability is making her a Werewolf creature and it somehow becomes day, Arlinn will transform, but the effect making her a Werewolf creature will continue to apply for the rest of the turn.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Cardmarket 6.51 EUR / 12.04 EUR
    Tcgplayer 7.94 USD / 12.12 USD

    Legalities

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

    Text

    Daybound (If a player casts no spells during their own turn, it becomes night next turn.)
    +1 Until your next turn, you may cast creature spells as though they had flash, and each creature you control enters with an additional +1/+1counteron it.
    −3 Create two 2/2 green Wolf creature tokens.

    Arlinn, the Moon's Fury (Arlinn, the Pack's Hope // Arlinn, the Moon's Fury) #307 Legendary Planeswalker — Arlinn

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Arlinn
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • After Arlinn, the Moon Fury's second loyalty ability resolves, she is a Werewolf creature and not a planeswalker, so she doesn't lose loyalty counters when she's dealt damage.
  • Arlinn, the Moon's Fury's first loyalty ability is not a mana ability. It uses the stack and may be responded to.
  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If Arlinn, the Moon Fury's second loyalty ability is making her a Werewolf creature and it somehow becomes day, Arlinn will transform, but the effect making her a Werewolf creature will continue to apply for the rest of the turn.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Cardmarket / 12.27 EUR 6.57 EUR
    Tcgplayer / 12.57 USD 8.62 USD

    Legalities

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

    Text

    Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)
    +2 Add .
    0 Until end of turn, Arlinn becomes a 5/5 Werewolf creature with trample, indestructible, and haste.

    Crested Sunmare #1228 Creature — Horse

    Info

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

    Rules

  • Crested Sunmare’s triggered ability cares only whether you gained life in the turn, even if Crested Sunmare wasn’t on the battlefield when that happened. It doesn’t care how much you gained, whether you also lost life, or even whether you lost more life than you gained.
  • Crested Sunmare’s triggered ability won’t trigger unless you’ve gained life in the turn before the end step began. It can’t be satisfied by another triggered ability causing you to gain life during that end step.
  • If a creature has been dealt damage, that damage remains marked on it until the cleanup step. If another Horse you control has been dealt lethal damage, and later in the turn Crested Sunmare leaves the battlefield, that Horse will be destroyed.
  • Prices

    Seller Price
    Cardkingdom 17.99 USD / 16.99 USD
    Cardmarket 12.94 EUR / 14.41 EUR
    Manapool / 10.43 USD 15.21 USD
    Tcgplayer 14.6 USD / 15.47 USD

    Legalities

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

    Text

    Other Horses you control have indestructible. At the beginning of each end step, if you gained life this turn, create a 5/5 white Horse creature token.

    Goreclaw, Terror of Qal Sisma #1229 Legendary Creature — Bear

    Info

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

    Rules

  • Goreclaw's last ability affects only creatures you control with the appropriate power at the time it resolves. Creatures you begin to control later in the turn won't get either bonus, and a creature you control whose power decreases later in the turn won't lose either bonus.
  • If another creature has an ability that changes its power when it attacks, such as Brawl-Bash Ogre, you may have that ability resolve before Goreclaw's last ability.
  • If you cast a creature spell that will enter the battlefield with a number of +1/+1 counters, such as Hungering Hydra, those counters aren't considered when determining whether Goreclaw reduces that spell's cost. Similarly, effects that will raise the creature's power once it has entered the battlefield won't apply.
  • Prices

    Seller Price
    Tcgplayer / 23.7 USD 19.43 USD
    Manapool / 26.1 USD 18.83 USD
    Cardkingdom 22.99 USD / 23.99 USD
    Cardmarket 12.48 EUR / 16.69 EUR

    Legalities

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

    Text

    Creature spells you cast with power 4 or greater cost less to cast. Whenever Goreclaw attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.