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"Find me cards equivalent to: Doc Ock's Henchmen"

Equivalent cards to Doc Ock's Henchmen in blue (U) with similar mechanics (Flash, attack trigger, connive or loot-style) are:

  • Spectral Adversary (Flash, attack trigger alternative via ability, similar stat range)
  • Ledger Shredder (Connive trigger but on spell cast, not attack)
  • Laboratory Drudge (Card draw at end step for self-discard, not attack or connive exactly)
  • Doc Ock's Henchmen (Original card, included for reference)

Exact blue creatures with Flash and connive on attack are rare, but these cards provide close mechanical overlap.

Found Cards

4 Results

Doc Ock's Henchmen

Laboratory Drudge

Ledger Shredder

Spectral Adversary

Doc Ock's Henchmen #35 Creature — Human Villain

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 3
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Human
  • Villain
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Connive Flash

    Rules

  • No entries
  • 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

    Flash Whenever this creature attacks, it connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron this creature.)

    Laboratory Drudge #56 Creature — Zombie Horror

    Info

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

    Rules

  • It doesn't matter where the card is during your end step, as long as it was in a graveyard when you cast it or activated one of its abilities.
  • Laboratory Drudge's ability will trigger at the beginning of each end step whether you've cast a spell from a graveyard or activated an ability of a card in a graveyard that turn or not. You can respond to that ability and do one (or both) of the things to draw a card.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Cardmarket 0.1 EUR
    Manapool 0.15 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

    At the beginning of each end step, draw a card if you've cast a spell from a graveyard or activated an ability of a card in a graveyard this turn.

    Ledger Shredder #55 Creature — Bird Advisor

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Advisor
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Connive Flying

    Rules

  • Don't play with this card near any important paperwork. We can't take responsibility for what happens.
  • If a resolving spell or ability instructs a specific creature to connive but that creature has left the battlefield, the creature still connives. If you discard a nonland card this way, you won't put a +1/+1 counter on anything. Abilities that trigger “when [that creature] connives” will trigger.
  • If no card is discarded, most likely because that player's hand is empty and an effect says they can't draw cards, the conniving creature does not receive a +1/+1 counter.
  • Once an ability that causes a creature to connive begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the conniving creature after you discard a nonland card but before it receives a counter.
  • Spells that were cast before Ledger Shredder entered the battlefield count. If Ledger Shredder was the first spell you cast this turn, the next spell you cast this turn is your second spell.
  • Prices

    Seller Price
    Tcgplayer 16.83 USD / 49.69 USD
    Cardkingdom 24.99 USD / 69.99 USD
    Manapool 16.66 USD / 58.94 USD
    Cardmarket / 31.84 EUR 17.22 EUR

    Legalities

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

    Text

    Flying Whenever a player casts their second spell each turn, this creature connives. (Draw a card, thendiscarda card. If you discarded a nonland card, put a +1/+1counteron this creature.)

    Spectral Adversary #77p Creature — Spirit

    Info

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

    Abilities/Keywords

    Flash Flying

    Rules

  • After you pay the {1}{U} cost one or more times, a second ability triggers and you choose the targets for it. Players may respond to the new ability at that point. As that ability resolves, Spectral Adversary gets its +1/+1 counters and the target permanents phase out.
  • An attacking or blocking creature that phases out is removed from combat.
  • Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire. For example, phasing out Mind Flayer will cause the duration of its continuous effect ("for as long as you control Mind Flayer") to expire.
  • As a permanent phases out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • If an opponent gains control of one of your permanents, that permanent phases out, and the duration of the control-change effect expires before it phases back in, that permanent phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
  • Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
  • Permanents that are phased out are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • Prices

    Seller Price
    Cardkingdom / 7.99 USD 1.99 USD
    Cardmarket 1.41 EUR / 0.85 EUR
    Tcgplayer / 1.77 USD 0.48 USD
    Manapool / 0.98 USD 0.56 USD

    Legalities

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

    Text

    Flash Flying When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.