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"Find me cards equivalent to: Charix, the Raging Isle"

Cards equivalent to Charix, the Raging Isle (mono-blue, legendary creature, big blocker, self-pump, spell tax) include:

  • Arixmethes, Slumbering Isle (U, Legendary Creature — Kraken, large body, island interaction)
  • Nezahal, Primal Tide (U, Legendary Creature — Elder Dinosaur, can't be countered, can't be targeted, draw effect)
  • Thassa, Deep-Dwelling (U, Legendary Creature — God, indestructible and blue-focused)

All are blue legendary creatures with some defensive qualities or island synergy, but nothing is exactly like Charix, the Raging Isle.

Found Cards

4 Results

Arixmethes, Slumbering Isle

Charix, the Raging Isle

Nezahal, Primal Tide

Thassa, Deep-Dwelling

Arixmethes, Slumbering Isle #32 Legendary Creature — Kraken

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 12/12
Types:
  • Creature
  • SubTypes:
  • Kraken
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Arixmethes can tap for mana the turn it enters the battlefield as long as it has slumber counters on it. If you can figure out how to untap it, that is.
  • Arixmethes can't be played as a land.
  • Arixmethes isn't a land until after it has entered the battlefield. Effects such as that of Blood Moon won't affect its enters-the-battlefield ability. Similarly, replacement effects that modify how creatures you control enter the battlefield will see Arixmethes entering as a creature rather than a land. However, triggered abilities (such as landfall abilities) will see that a land has entered the battlefield and not a creature.
  • Arixmethes's effect causing it to be a land overwrites any earlier effects that gave it additional types. For example, a Phyrexian Metamorph that copies Arixmethes will be a land, not an artifact land, until its slumber counters are removed.
  • Arixmethes's triggered ability resolves before the spell that caused it to trigger, but after targets have been chosen for that spell. It resolves even if that spell is countered.
  • Once Arixmethes is a creature again, it can attack on the same turn as long as you've controlled it since your most recent turn began.
  • While Arixmethes is a land, it's still green and blue, it's still legendary, and its mana value is still 4.
  • Prices

    Seller Price
    Cardkingdom 1.79 USD / 2.49 USD
    Cardmarket / 1.15 EUR 0.61 EUR
    Manapool 0.45 USD / 0.83 USD
    Tcgplayer / 1.36 USD 0.9 USD

    Legalities

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

    Text

    Arixmethes enters tapped with five slumber counters on it. As long as Arixmethes has a slumbercounteron it, it's a land. (It's not a creature.) Whenever you cast a spell, you may remove a slumbercounterfrom Arixmethes. : Add .

    Charix, the Raging Isle #1927 Legendary Creature — Leviathan Crab

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 0/17
    Types:
  • Creature
  • SubTypes:
  • Leviathan
  • Crab
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • An opponent's spell that targets Charix more than once costs only {2} more to cast.
  • Each time you activate Charix's last ability, the value of X for that instance of the ability is determined only as that ability resolves. Once that happens, the size of the power-and-toughness change for that instance of the ability won't change later in the turn, even if the number of Islands you control does change.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases (such as that of Charix), then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • Prices

    Seller Price
    Cardmarket / 2.64 EUR 2.27 EUR
    Manapool 3.5 USD / 3.59 USD
    Tcgplayer 3.14 USD

    Legalities

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

    Text

    Spells your opponents cast that target Charix cost more to cast. : Charix gets +X/-X until end of turn, where X is the number of Islands you control.

    Nezahal, Primal Tide #2236 Legendary Creature — Elder Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: 7/7
    Types:
  • Creature
  • SubTypes:
  • Elder
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • After Nezahal returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won't be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
  • Nezahal's triggered ability resolves before the noncreature spell that caused it to trigger.
  • Players can cast spells and activate abilities after Nezahal's triggered ability resolves but before the spell that caused it to trigger does. Notably, the card you draw may be able to counter that spell or may be discarded to activate Nezahal's last ability.
  • Your maximum hand size is checked only during the cleanup step on your turn. If Nezahal's last ability is activated before your turn's end step, it will return before your next cleanup step and you'll have no maximum hand size.
  • 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

    This spell can't be countered. You have no maximum hand size. Whenever an opponent casts a noncreature spell, draw a card. Discard three cards: Exile Nezahal. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.

    Thassa, Deep-Dwelling #71 Legendary Enchantment Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 6/5
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible

    Rules

  • As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won’t be counted when determining this.
  • Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don’t count toward your devotion to any color.
  • Counters put on a God remain on it while it’s not a creature, even if they have no effect.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won’t rejoin combat if it resumes being a creature later during that combat.
  • If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it’s still on the battlefield at that time.
  • If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
  • If you gain control of a creature “until end of turn,” you’ll control it during your end step.
  • If you put an Aura on an opponent’s permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
  • Mana symbols in the text boxes of permanents you control don’t count toward your devotion to any color.
  • The abilities of Gods function as long as they’re on the battlefield, regardless of whether they’re creatures.
  • The type-changing ability that can make a God not be a creature functions only on the battlefield. It’s always a creature card in other zones, regardless of your devotion to its color. It’s always a creature spell while it’s on the stack.
  • When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
  • When an effect returns the exiled card “under your control,” you control it indefinitely after that. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Thassa’s effect but don’t own are exiled.
  • When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • Prices

    Seller Price
    Cardmarket 20.77 EUR / 22.26 EUR
    Cardkingdom 42.99 USD
    Tcgplayer / 28.96 USD 33.11 USD
    Manapool / 36.24 USD 30.11 USD

    Legalities

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

    Text

    Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control. : Tap another target creature.