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"Find me cards equivalent to: Dour Port-Mage"

Equivalent cards to Dour Port-Mage (blue, cares about bouncing/flicker and drawing):
1. Ninja of the Deep Hours — Draws when it deals combat damage, ninjutsu ability fits bounce theme.
2. Faerie Miscreant — Draws a card when entering under right conditions.
3. Soulherder — Flicker trigger to enable ETB/leave and draws creatures back.
4. Watcher for Tomorrow — Leaves battlefield, impulse draws.
5. Thassa, Deep-Dwelling — ETB flickers, indirect synergy with leave/draw.


Reason: All are blue creatures with bounce, flicker, or card draw related to creatures leaving or entering the battlefield. Including searched: Dour Port-Mage.

Found Cards

6 Results

Dour Port-Mage

Faerie Miscreant

Ninja of the Deep Hours

Soulherder

Thassa, Deep-Dwelling

Watcher for Tomorrow

Dour Port-Mage #47s Creature — Frog Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: 1/3
Types:
  • Creature
  • SubTypes:
  • Frog
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Dour Port-Mage’s first ability triggers whenever one or more creatures you control go to any zone other than the graveyard from the battlefield. They could be returned to your hand, your library, or exiled, for example.
  • If Dour-Port Mage leaves the battlefield at the same time one or more other creatures you control leave the battlefield without dying, its first ability will still trigger.
  • Prices

    Seller Price
    Manapool 4.34 USD
    Cardmarket 3.32 EUR
    Tcgplayer 4.22 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 one or more other creatures you control leave the battlefield without dying, draw a card. , : Return another target creature you control to its owner's hand.

    Faerie Miscreant #57 Creature — Faerie Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Faerie
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Faerie Miscreant's triggered ability checks to see if you control another creature named Faerie Miscreant at the time the new Faerie Miscreant enters the battlefield. If you don't, the ability won't trigger at all. The ability will check again as it tries to resolve. If, at that time, you don't control another creature named Faerie Miscreant, the ability will have no effect.
  • Prices

    Seller Price
    Cardmarket 0.13 EUR / 6.29 EUR
    Cardkingdom 0.39 USD / 8.99 USD
    Tcgplayer 0.2 USD / 5.28 USD
    Manapool 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

    Flying When this creature enters, if you control another creature named Faerie Miscreant, draw a card.

    Ninja of the Deep Hours #21 Creature — Human Ninja

    Info

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

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step in this case, even if it has first strike.
  • The creature put onto the battlefield with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • Prices

    Seller Price
    Manapool 1.2 USD
    Cardkingdom 2.29 USD
    Cardmarket 1.74 EUR
    Tcgplayer 2.31 USD

    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may draw a card.

    Soulherder #2174 Creature — Spirit

    Info

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

    Rules

  • If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
  • Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • Prices

    Seller Price
    Cardkingdom 9.49 USD / 15.99 USD
    Cardmarket 8.13 EUR / 10.36 EUR
    Manapool 7.04 USD / 12.47 USD
    Tcgplayer 8.56 USD

    Legalities

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

    Text

    Whenever a creature is exiled from the battlefield, put a +1/+1counteron this creature. At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.

    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 23.49 EUR / 23.7 EUR
    Cardkingdom / 44.99 USD 37.99 USD
    Tcgplayer / 33.2 USD 34.48 USD
    Manapool / 34.28 USD 31.96 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.

    Watcher for Tomorrow #76 Creature — Human Wizard

    Info

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

    Abilities/Keywords

    Hideaway

    Rules

  • If Watcher for Tomorrow leaves the battlefield before its triggered ability from hideaway resolves, its leaves-the-battlefield ability resolves and does nothing. Then its enters-the-battlefield ability resolves and you exile a card with no way to return it to your hand.
  • You don't reveal the exiled card when you put it into its owner's hand.
  • "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
  • Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
  • Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
  • Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
  • Prices

    Seller Price
    Cardkingdom / 9.99 USD 0.59 USD
    Manapool / 1.75 USD 0.15 USD
    Cardmarket / 2.71 EUR 0.27 EUR
    Tcgplayer 0.32 USD / 3.95 USD

    Legalities

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

    Text

    Hideaway 4 (When this creature enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This creature enters tapped. When this creature leaves the battlefield, put the exiled card into its owner's hand.