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"Find me cards equivalent to: Crab"

Equivalent Crab creature cards include:

  • Hedron Crab (Blue, Mill ability)
  • Ruin Crab (Blue, Mill ability)
  • Shorecrasher Elemental (Blue, is also a Crab but with different effects)
  • Scuttlegator (Blue/Green, Crab Mutant)
  • Fog Bank (Blue, similar defensive stats, not a Crab but often used similarly)
  • Crab Umbra (Blue, gives Totem Armor and Crab subtype when enchanted)


Reason: These are blue (and blue/green) creatures with the Crab type or similar defensive/mill effects, matching the typical use of Crabs in MTG.

Found Cards

6 Results

Crab Umbra

Fog Bank

Hedron Crab

Ruin Crab

Scuttlegator

Shorecrasher Elemental

Crab Umbra #58 Enchantment — Aura

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 1
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Only Crab Umbra's controller (who is not necessarily the enchanted creature's controller) can activate its activated ability.
  • When Crab Umbra's activated ability resolves, it will untap the creature Crab Umbra is enchanting at that time (regardless of what creature Crab Umbra was enchanting when the ability was activated). If Crab Umbra has left the battlefield by then, the ability will untap the creature it was enchanting at the time it left the battlefield.
  • If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
  • If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
  • If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
  • If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
  • If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
  • Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
  • Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
  • Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
  • Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
  • Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
  • Prices

    Seller Price
    Cardmarket 0.33 EUR / 3.75 EUR
    Manapool 0.25 USD / 3.11 USD
    Tcgplayer 0.43 USD / 6.68 USD
    Cardkingdom 0.59 USD / 4.49 USD

    Legalities

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

    Text

    Enchant creature : Untap enchanted creature. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it anddestroythis Aura.)

    Fog Bank #75 Creature — Wall

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 0/2
    Types:
  • Creature
  • SubTypes:
  • Wall
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender Flying

    Rules

  • Fog Bank's prevention effect isn't considered while assigning combat damage from a creature with trample. For example, if it blocks a 5/5 creature with trample, that creature's controller must assign 2 of that creature's combat damage to Fog Bank and the remainder can be assigned to the defending player, planeswalker, or battle.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD
    Cardmarket 0.43 EUR
    Tcgplayer 1.1 USD
    Manapool 0.25 USD

    Legalities

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

    Text

    Defender (This creature can't attack.) Flying Prevent all combat damage that would be dealt to and dealt by this creature.

    Hedron Crab #155 Creature — Crab

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 0/2
    Types:
  • Creature
  • SubTypes:
  • Crab
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Cardkingdom 4.49 USD
    Manapool 2.46 USD
    Tcgplayer 3.16 USD
    Cardmarket 2.63 EUR

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, target player mills three cards. (They put the top three cards of their library into their graveyard.)

    Ruin Crab #7095 Creature — Crab

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: 0/3
    Types:
  • Creature
  • SubTypes:
  • Crab
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Cardmarket 4.07 EUR / 5.21 EUR
    Manapool 3.8 USD / 3.9 USD
    Tcgplayer / 5.12 USD 4.78 USD

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, each opponent mills three cards. (Tomilla card, a player puts the top card of their library into their graveyard.)

    Scuttlegator #206 Creature — Crab Turtle Crocodile

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Crab
  • Turtle
  • Crocodile
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt Defender

    Rules

  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won’t put any +1/+1 counters on it.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.1 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.11 USD

    Legalities

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

    Text

    Defender : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1counteron it, it can attack as though it didn't have defender.

    Shorecrasher Elemental #73 Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • After Shorecrasher Elemental's first ability returns it to the battlefield, it will be a new object with no connection to the Shorecrasher Elemental that left the battlefield. It won't be in combat or have any additional abilities it may have had when it left the battlefield. Any +1/+1 counters on it or Auras attached to it are removed.
  • If a face-down creature with megamorph is turned face up some other way (for example, if you manifest a card with megamorph and then pay its mana cost to turn it face up), you won't put a +1/+1 counter on it.
  • Megamorph is a variant of the morph ability. You can find more information on morph on cards with morph from the Khans of Tarkir set.
  • Turning a face-down creature with megamorph face up and putting a +1/+1 counter on it is a special action. It doesn't use the stack and can't be responded to.
  • You choose whether Shorecrasher Elemental gets +1/-1 or -1/+1 as the last activated ability resolves.
  • Prices

    Seller Price
    Tcgplayer / 0.94 USD 0.34 USD
    Cardmarket / 0.72 EUR 0.33 EUR
    Manapool / 0.31 USD 0.15 USD
    Cardkingdom / 0.99 USD 0.99 USD

    Legalities

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

    Text

    : Exile this creature, then return it to the battlefield face down under its owner's control. : This creature gets +1/-1 or -1/+1 until end of turn. Megamorph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its megamorph cost and put a +1/+1counteron it.)