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"Find me cards equivalent to: Elvish Dreadlord"

Equivalent cards to Elvish Dreadlord (type: Creature, color: B) with a similar board wipe-on-death effect:
1. Massacre Girl — Black, wipes most of the board on creature death.
2. Archfiend of Ifnir — Black, puts -1/-1 counters with cycling/discard.
3. Toxic Deluge (not a creature, but black), board-wide -X/-X.
4. Demon of Dark Schemes — Black, gives all other creatures -2/-2 on ETB.


Reason: All are black and interact with creatures by shrinking/killing many at once. Elvish Dreadlord is included for reference. None have Encore or are Zombie Elf, but have board wipe effect.

Found Cards

5 Results

Archfiend of Ifnir

Demon of Dark Schemes

Elvish Dreadlord

Massacre Girl

Toxic Deluge

Archfiend of Ifnir #70 Creature — Demon

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: 5/4
Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cycling Flying

    Rules

  • An ability that triggers whenever you "cycle or discard" a card triggers only once if you cycle a card. The ability "Whenever you discard a card" is functionally identical to this ability; cycling is mentioned for clarity.
  • An ability that triggers whenever you discard a card doesn't give you permission to discard cards. You'll need another effect that instructs or allows you to discard them.
  • If a player discards a card during their cleanup step due to having too many cards in hand, any appropriate abilities that trigger on discarding that card trigger. If this happens, those triggered abilities are put onto the stack and players receive priority in that cleanup step to cast spells or activate abilities (normally, no players may take actions during a cleanup step). Another cleanup step is created following that one.
  • Some cards have an ability that triggers whenever you cycle any card. These triggered abilities resolve before you draw from the cycling ability.
  • Prices

    Seller Price
    Cardmarket 0.59 EUR
    Tcgplayer 0.4 USD
    Manapool 0.16 USD
    Cardkingdom 0.69 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 Whenever you cycle ordiscardanother card, put a -1/-1counteron each creature your opponents control. Cycling (,Discardthis card: Draw a card.)

    Demon of Dark Schemes #73s Creature — Demon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • Demon of Dark Schemes's second triggered ability triggers whenever another creature dies for any reason, not just due to the first triggered ability.
  • If Demon of Dark Schemes dies at the same time as another creature, its second triggered ability triggers.
  • If a creature's owner leaves the game after you've put that creature onto the battlefield with Demon of Dark Schemes's last ability, the creature leaves with that player. If you leave the game before that player, the creature is exiled.
  • The set of creatures affected by Demon of Dark Schemes's first triggered ability is determined as the ability resolves. Creatures that enter the battlefield later in the turn and noncreature permanents that become creatures later in the turn won't get -2/-2.
  • 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
    Cardkingdom 9.49 USD
    Manapool 9.22 USD
    Cardmarket 3.64 EUR
    Tcgplayer 8.1 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, all other creatures get -2/-2 until end of turn. Whenever another creature dies, you get (an energy counter). , Pay : Put target creature card from a graveyard onto the battlefield under your control tapped.

    Elvish Dreadlord #121 Creature — Zombie Elf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Elf
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Deathtouch Encore

    Rules

  • Each token must attack the appropriate player if able.
  • Elvish Dreadlord's middle ability affects only creatures on the battlefield that aren't Elves at the time it resolves. Non-Elf creatures that enter the battlefield later in the turn won't get -3/-3.
  • Exiling the card with encore is a cost to activate the ability. Once you announce that you're activating it, no player may take actions until you've finished. They can't try to remove the card from your graveyard to stop you from paying the cost.
  • If one of the tokens can't attack for any reason (such as being tapped), then it doesn't attack. If there's a cost associated with having it attack, you aren't forced to pay that cost, so it doesn't have to attack in that case either.
  • If one of the tokens somehow is under another player's control as the delayed triggered ability resolves, you can't sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
  • Opponents who have left the game aren't counted when determining how many tokens to create.
  • The tokens copy only what's on the original card. Effects that modified that creature when it was previously on the battlefield won't be copied.
  • If an effect stops a token from attacking a specific player, that token can attack any player, planeswalker, or battle, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don't have to pay that cost unless you want to attack that player.
  • Prices

    Seller Price
    Cardmarket 0.43 EUR / 0.38 EUR
    Tcgplayer 0.36 USD / 0.36 USD
    Cardkingdom 0.49 USD / 0.79 USD
    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

    Deathtouch When this creature dies, non-Elf creatures get -3/-3 until end of turn. Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste.Sacrificethem at the beginning of the next end step. Activate only as a sorcery.)

    Massacre Girl #67 Legendary Creature — Human Assassin

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Assassin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace

    Rules

  • A creature with 0 toughness doesn't die immediately. Rather, the creature dies the next time a player would receive priority. This means that any creatures whose toughness becomes 0 as Massacre Girl's enters-the-battlefield ability resolves will remain on the battlefield until just after the delayed triggered ability has been created.
  • Creatures that die while Massacre Girl's triggered ability is still on the stack won't cause its delayed triggered ability to trigger since that delayed triggered ability hasn't been created yet.
  • If more than one creature dies at once, Massacre Girl's delayed triggered ability triggers that many times.
  • Massacre Girl's enters-the-battlefield triggered ability and its delayed triggered ability each affect only creatures on the battlefield at the time that those abilities resolve. Creatures that enter the battlefield or become creatures later in the turn won't get -1/-1 unless the delayed triggered ability triggers and resolves again later.
  • Once Massacre Girl's enters-the-battlefield ability has triggered, it doesn't matter whether Massacre Girl remains on the battlefield. The delayed triggered ability will be created as the enters-the-battlefield ability resolves.
  • Prices

    Seller Price
    Manapool / 2.82 USD 0.5 USD
    Cardmarket 0.83 EUR / 2.76 EUR
    Cardkingdom / 4.99 USD 0.99 USD
    Tcgplayer / 3.11 USD 1.38 USD

    Legalities

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

    Text

    Menace When Massacre Girl enters, each other creature gets -1/-1 until end of turn. Whenever a creature dies this turn, each creature other than Massacre Girl gets -1/-1 until end of turn.

    Toxic Deluge #354 Sorcery

    Info

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

    Rules

  • All creatures on the battlefield when Toxic Deluge resolves are affected. Ones that enter the battlefield or become creatures later in the turn are not.
  • If you cast Toxic Deluge without paying its mana cost, you'll still choose a value for X and pay X life. This is because it doesn't have {X} in its mana cost.
  • Prices

    Seller Price
    Cardmarket 5.58 EUR / 4.9 EUR
    Cardkingdom 6.49 USD
    Tcgplayer 5.22 USD
    Manapool 4.4 USD

    Legalities

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

    Text

    As an additional cost to cast this spell, pay X life. All creatures get -X/-X until end of turn.