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"Find me cards equivalent to: Deepmuck Desperado"

Equivalent blue cards with similar effects include:

  • Deepmuck Desperado (your requested card)
  • Psychic Corrosion (Whenever you draw a card, each opponent mills two cards.)
  • Rogue Refiner (Not exact, but Rogues often interact with milling in blue. E.g., Merfolk Secretkeeper)
  • Merfolk Secretkeeper (When you cast the Adventure, target player mills four cards.)
  • Circu, Dimir Lobotomist (Whenever you cast a blue spell, exile the top card of target library.)


Reason: These blue cards interact with milling opponents, similar to Deepmuck Desperado. No cards match the crime mechanic exactly yet, as it's new to MH3, but these share the color and focus on opponent mill.

Found Cards

4 Results

Circu, Dimir Lobotomist

Deepmuck Desperado

Psychic Corrosion

Rogue Refiner

Circu, Dimir Lobotomist #196 Legendary Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 2/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Circu's last ability applies to all of its controller's opponents, not just the owner of the exiled card.
  • If a split card is exiled this way, opponents can't cast either half of the split card.
  • If you cast a blue and black spell, both of Circu's triggered abilities trigger. You can target two different players or target the same player twice.
  • Prices

    Seller Price
    Cardkingdom / 14.99 USD 0.69 USD
    Tcgplayer / 9.87 USD 0.65 USD
    Cardmarket / 4.35 EUR 0.42 EUR
    Manapool 0.4 USD / 5.38 USD

    Legalities

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

    Text

    Whenever you cast a blue spell, exile the top card of target player's library. Whenever you cast a black spell, exile the top card of target player's library. Your opponents can't cast spells with the same name as a card exiled with Circu.

    Deepmuck Desperado #42 Creature — Homarid Mercenary

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/4
    Types:
  • Creature
  • SubTypes:
  • Homarid
  • Mercenary
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • A player can commit only one crime per spell or ability they control. Targeting multiple opponents, permanents, spells, abilities, and/or cards with the same spell or ability doesn’t constitute committing multiple crimes.
  • A player commits a crime as they cast a spell, activate an ability, or put a triggered ability on the stack that targets at least one opponent, at least one permanent, spell, or ability an opponent controls, and/or at least one card in an opponent’s graveyard.
  • Changing the target or targets of a spell or ability won’t affect whether or not the controller of that spell or ability has committed a crime. Only the initial targets chosen for that spell or ability are used to determine whether or not its controller committed a crime.
  • For example, an ability that triggers when you cast a spell that targets an opponent will trigger at the same time as an ability that triggers whenever you commit a crime. Those abilities can be put on the stack in either order (if you control them both), and they’ll both resolve before the spell that caused them to trigger.
  • The spell or ability that constituted a crime doesn’t have to have resolved yet or at all. As soon as you’re finished casting the spell, activating the ability, or putting the triggered ability on the stack, you’ve committed a crime.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.14 USD / 0.25 USD
    Manapool / 0.15 USD 0.15 USD
    Cardmarket 0.13 EUR / 0.19 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 you commit a crime, each opponent mills three cards. This ability triggers only once each turn. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

    Psychic Corrosion #1669 Enchantment

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • If a spell or ability causes you to put cards into your hand without specifically using the word “draw,” Psychic Corrosion’s ability won’t trigger.
  • Prices

    Seller Price
    Cardkingdom / 34.99 USD 24.99 USD
    Cardmarket 14.42 EUR / 16.11 EUR
    Manapool 22.39 USD / 38.55 USD
    Tcgplayer 22.09 USD

    Legalities

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

    Text

    Whenever you draw a card, each opponent mills two cards.

    Rogue Refiner #206 Creature — Human Rogue

    Info

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

    Rules

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • 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

    When this creature enters, draw a card and you get (two energy counters).