cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Dredging Claw"

Equivalent cards to Dredging Claw (artifact, colorless, Equipment, grants evasion or power, has a graveyard synergy, similar equip cost):
1. Haunted Cloak – grants vigilance, trample, and haste, but no graveyard synergy.
2. Cranial Plating – gets bonus from artifacts, no menace, colorless, cheap equip alternative cost.
3. Grafted Wargear – +3/+2, auto-equips when creatures enter or leave, but not graveyard focused.
4. Sword of the Meek – returns from graveyard to equip onto returning creatures.
5. Nighthowler – not an equipment but grants power based on graveyard, can be attached when returns from graveyard.

None are identical, but Sword of the Meek is most similar due to its graveyard interaction and auto-equip.

Found Cards

6 Results

Cranial Plating

Dredging Claw

Grafted Wargear

Haunted Cloak

Nighthowler

Sword of the Meek

Cranial Plating #392 Artifact — Equipment

Info

Color:
Identifies:
Cost:
Rarity: Special
Converted Cost: 2
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • Cranial Plating is counted by its own ability, so it gives at least +1/+0.
  • Cranial Plating's first activated ability is similar to an equip ability, but it's not an equip ability. Most importantly, it can be activated any time you could cast an instant, even during another player's turn.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 29.99 USD
    Cardmarket 0.56 EUR / 18.04 EUR
    Manapool 0.41 USD / 32.09 USD
    Tcgplayer 1.38 USD / 29.14 USD

    Legalities

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

    Text

    Equipped creature gets +1/+0 for each artifact you control. : Attach this Equipment to target creature you control. Equip

    Dredging Claw #119 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.04 EUR / 0.09 EUR
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.12 USD 0.21 USD

    Legalities

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

    Text

    Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.) Whenever a creature enters from your graveyard, you may attach this Equipment to it. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Grafted Wargear #126 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If your Grafted Wargear somehow ends up on an opponent's creature and it then becomes unattached from that creature, you won't be able to sacrifice that creature because you don't control it.
  • You may activate this card's equip ability targeting the creature that it is currently attached to, even if it's the only creature you control. Since the equip ability costs zero, you can do this as many times as you like during your main phases, though it generally won't do anything.
  • Grafted Wargear becomes unattached from the creature it's equipping if you equip it to a new creature, if Grafted Wargear leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Wargear ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • Prices

    Seller Price
    Tcgplayer / 5.84 USD 0.39 USD
    Cardkingdom / 5.99 USD 0.69 USD
    Manapool 0.26 USD / 5.21 USD
    Cardmarket / 1.89 EUR 0.34 EUR

    Legalities

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

    Text

    Equipped creature gets +3/+2. Whenever this Equipment becomes unattached from a permanent,sacrificethat permanent. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Haunted Cloak #257 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Haunted Cloak to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD / 1.99 USD
    Tcgplayer 0.38 USD / 2.48 USD
    Manapool 0.15 USD / 0.56 USD
    Cardmarket / 0.91 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

    Equipped creature has vigilance, trample, and haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Nighthowler #98 Enchantment Creature — Horror

    Info

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

    Abilities/Keywords

    Bestow

    Rules

  • Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
  • If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
  • Nighthowler's last ability functions only from the battlefield. In other zones, Nighthowler is a 0/0 enchantment creature.
  • On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
  • Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
  • Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 1.49 USD
    Cardmarket / 0.77 EUR 0.22 EUR
    Manapool / 1.11 USD 0.15 USD
    Tcgplayer / 1.69 USD 0.35 USD

    Legalities

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

    Text

    Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.

    Sword of the Meek #165 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • Any creature can be equipped with Sword of the Meek, not just 1/1 creatures.
  • If Sword of the Meek can't be attached to the creature that caused its last ability to trigger, most likely because that creature has left the battlefield, Sword of the Meek returns to the battlefield and remains unattached.
  • If a creature is entering the battlefield under your control, consider static abilities to determine whether its power and toughness are both 1. Spells, activated abilities, and triggered abilities can't be used to raise or lower the creature's power and toughness in time to have the last ability trigger or to stop it from triggering.
  • Once the last ability has triggered, changing the power or toughness of the creature won't stop you from returning Sword of the Meek and attaching it to the creature.
  • Sword of the Meek's last ability triggers only if it's in your graveyard immediately after the 1/1 creature enters the battlefield.
  • Prices

    Seller Price
    Manapool 0.38 USD / 8.28 USD
    Cardkingdom / 12.99 USD 0.99 USD
    Cardmarket 0.44 EUR / 4.95 EUR
    Tcgplayer / 12.9 USD 0.61 USD

    Legalities

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

    Text

    Equipped creature gets +1/+2. Equip Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.