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"Find me cards equivalent to: Dawnhart Wardens"

Here are cards similar to Dawnhart Wardens with similar mana colors (G, W), and supporting creature pumps or Coven-like mechanics:
1. Intrepid Outlander
Green, has Vigilance, revolves around party mechanics.
2. Heronblade Elite
Green, creature pumps in decks with many creatures.
3. Inspiring Captain
White, boosts creatures on entering battlefield.
4. Jirina Kudro
White/Green/Red, gives buffs to other creatures.

All focus on G/W colors, provide team buffs or vigilance. Dawnhart Wardens is unique for the Coven ability, exact duplicates are rare.

Found Cards

5 Results

Dawnhart Wardens

Heronblade Elite

Inspiring Captain

Intrepid Outlander

Jirina Kudro

Dawnhart Wardens #216 Creature — Human Warlock

Info

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

    Abilities/Keywords

    Vigilance

    Rules

  • A creature has different power from another if their powers are different numbers. For example, a 1/1 creature and a 2/1 creature have different powers.
  • For three creatures to have different powers from one another, each of their powers needs to be different. A 1/1 creature, a 2/1 creature, and another 2/1 creature aren't three creatures with different powers, even though both 2/1 creatures have different power than the 1/1 creature.
  • Many coven abilities, such as that of Dawnhart Wardens above, are triggered abilities with intervening if clauses. You must control three or more creatures with different powers at the time the ability triggers and at the time the ability tries to resolve. They do not, however, need to be the same set of creatures in both cases.
  • Prices

    Seller Price
    Cardmarket 0.06 EUR / 0.21 EUR
    Manapool 0.15 USD / 0.46 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.2 USD 0.28 USD

    Legalities

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

    Text

    Vigilance Coven — At the beginning of combat on your turn, if you control three or more creatures with different powers, creatures you control get +1/+0 until end of turn.

    Heronblade Elite #26 Creature — Human Warrior

    Info

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

    Abilities/Keywords

    Vigilance

    Rules

  • Heronblade Elite's last ability is a mana ability. It doesn't use the stack and can't be responded to. If Heronblade Elite's power is 0 or less at the time the ability resolves, no mana is added.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD
    Cardmarket 3.72 EUR
    Manapool 2.63 USD
    Tcgplayer 3.02 USD

    Legalities

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

    Text

    Vigilance Whenever another Human you control enters, put a +1/+1counteron this creature. : Add X mana of any one color, where X is this creature's power.

    Inspiring Captain #25 Creature — Human Knight

    Info

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

    Rules

  • The set of creatures affected by Inspiring Captain’s ability is determined as the ability resolves. Creatures you begin to control later in the turn won’t get +1/+1.
  • Inspiring Captain’s triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t get +1/+1.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.04 USD / 0.1 USD
    Cardmarket 0.02 EUR / 0.2 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

    When this creature enters, creatures you control get +1/+1 until end of turn.

    Intrepid Outlander #191 Creature — Orc Ranger

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Orc
  • Ranger
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Reach

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 0.22 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.23 EUR 0.06 EUR

    Legalities

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

    Text

    Reach Pack tactics — Whenever this creature attacks, if you attacked with creatures with total power 6 or greater this combat, venture into the dungeon. (Enter the first room or advance to the next room.)

    Jirina Kudro #8 Legendary Creature — Human Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If Jirina is your commander, the number of times you cast it includes the time you cast Jirina just before it entered the battlefield.
  • Jirina’s last ability gives +2/+0 to all Humans you control other than Jirina, including the Human tokens created by its triggered ability.
  • Prices

    Seller Price
    Cardmarket 0.08 EUR / 0.17 EUR
    Manapool 0.36 USD
    Tcgplayer 0.41 USD
    Cardkingdom 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

    When Jirina Kudro enters, create a 1/1 white Human Soldier creature token for each time you've cast a commander from the command zone this game. Other Humans you control get +2/+0.