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"Find me cards equivalent to: Chainflail Centipede"

Equivalent cards to Chainflail Centipede (Black Artifact Creature — Equipment Insect, grants +2/+0 on attack, Reconfigure):
1. Silver-Fur Master (black, creature, gives ninjas and rogues +1/+1; not equipment, but close synergy).
2. Leech Bonder (blue/black, artifact creature—has similar counters interaction, not equipment, no Reconfigure).
3. Prowler's Helm (artifact equipment, grants unblockability, colorless, not black).
4. Ogre-Head Helm (artifact creature—Equipment, colorless, gives +2/+2, Reconfigure).


Reason: No strictly equivalent black, artifact creature, equipment exists with the exact effect and Reconfigure; the closest are colorless or have a related Equipment mechanic or boost on attack. Chainflail Centipede is unique for its color and type.

Found Cards

5 Results

Chainflail Centipede

Leech Bonder

Ogre-Head Helm

Prowler's Helm

Silver-Fur Master

Chainflail Centipede #90 Artifact Creature — Equipment Insect

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 3
Power/Toughness: 2/2
Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Insect
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • If the equipped creature is the one that attacks, it gets +2/+0 until end of turn, not Chainflail Centipede. This is true even if Chainflail Centipede is no longer attached to it by the time the ability resolves.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.04 USD / 0.08 USD
    Cardmarket 0.05 EUR / 0.1 EUR

    Legalities

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

    Text

    Whenever this creature or equipped creature attacks, it gets +2/+0 until end of turn. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Leech Bonder #43 Creature — Merfolk Soldier

    Info

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

    Rules

  • If a creature with an {Q} ability hasn’t been under your control since your most recent turn began, you can’t activate that ability, unless the creature has haste.
  • If either one of the target creatures becomes an illegal target (because it left the battlefield or for any other reason), the counter doesn’t move. If both targets become illegal, the ability doesn’t resolve.
  • If the permanent is already untapped, you can’t activate its {Q} ability. That’s because you can’t pay the “Untap this permanent” cost.
  • Leech Bonder’s activated ability can move any kind of counter, not just a -1/-1 counter. It can target any two creatures, whether they have counters on them or not.
  • This effect may result in a useless counter being placed on a creature. For example, if an age counter is moved from a creature with cumulative upkeep to a creature without cumulative upkeep, it will have no effect on the new creature.
  • When you activate an {Q} ability, you untap the creature with that ability as a cost. The untap can’t be responded to. (The actual ability can be responded to, of course.)
  • Prices

    Seller Price
    Manapool 0.34 USD / 1.59 USD
    Cardmarket / 0.89 EUR 0.29 EUR
    Cardkingdom 0.35 USD / 3.49 USD
    Tcgplayer 0.39 USD / 3.97 USD

    Legalities

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

    Text

    This creature enters with two -1/-1 counters on it. , : Move acounterfrom target creature onto a second target creature. ( is the untap symbol.)

    Ogre-Head Helm #470 Artifact Creature — Equipment Ogre

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Ogre
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • If the equipped creature deals combat damage, you may sacrifice the equipped creature, not Ogre-Head Helm.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.49 USD
    Tcgplayer 0.18 USD / 0.22 USD
    Cardmarket / 0.46 EUR 0.25 EUR
    Manapool / 0.15 USD 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

    Equipped creature gets +2/+2. Whenever this creature or equipped creature deals combat damage to a player, you maysacrificeit. If you do,discardyour hand, then draw three cards. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Prowler's Helm #219 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 4.49 USD 0.99 USD
    Manapool 0.43 USD / 2.74 USD
    Tcgplayer 0.52 USD / 3.68 USD
    Cardmarket 0.59 EUR / 3.86 EUR

    Legalities

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

    Text

    Equipped creature can't be blocked except by Walls. Equip

    Silver-Fur Master #236 Creature — Rat Ninja

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Rat
  • Ninja
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja card stays revealed and isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step, even if it has first strike.
  • Puff of smoke not included.
  • The creature with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player or planeswalker it's attacking.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. In most cases (see below), if you wait until the combatdamage step or end of combat step, it will be after combat damage has been dealt, so the Ninja won't deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.69 USD
    Cardmarket 0.17 EUR / 0.46 EUR
    Manapool 0.16 USD / 0.2 USD
    Tcgplayer 0.48 USD / 0.55 USD

    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Ninjutsu abilities you activate cost less to activate. Other Ninja and Rogue creatures you control get +1/+1.