cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Endbringer's Revel"

Equivalent cards to Endbringer's Revel (black, exile-based, end step triggers):

  • Grave Endeavor (returns a creature from a graveyard, exile triggers)
  • Revel in Riches (rewards for opponent's creatures dying)
  • Tormod, the Desecrator (Whenever one or more cards leave your graveyard, create a 2/2 Zombie)
  • Syr Konrad, the Grim (Whenever another creature dies, or a card leaves a graveyard, deals 1 damage.)


Reason:
All involve black, exile, and/or graveyard interaction at end step or similar recurring triggers.

Found Cards

5 Results

Endbringer's Revel

Grave Endeavor

Revel in Riches

Syr Konrad, the Grim

Tormod, the Desecrator

Endbringer's Revel #63 Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 5.99 USD
    Manapool / 5.3 USD 0.15 USD
    Tcgplayer 0.19 USD / 0.25 USD
    Cardmarket / 1.78 EUR 0.15 EUR

    Legalities

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

    Text

    : Return target creature card from a graveyard to its owner's hand. Any player may activate this ability but only as a sorcery.

    Grave Endeavor #24 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
  • An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
  • Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
  • Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
  • Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
  • Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
  • The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
  • Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
  • While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
  • Prices

    Seller Price
    Manapool 2.57 USD
    Tcgplayer 2.98 USD
    Cardkingdom 2.99 USD
    Cardmarket 1.11 EUR

    Legalities

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

    Text

    Roll two d10 and choose one result. Return a creature card from your graveyard to the battlefield with a number of +1/+1 counters on it equal to that result. Then each opponent loses X life and you gain X life, where X is the other result.

    Revel in Riches #1830 Enchantment

    Info

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

    Abilities/Keywords

    Rules

  • If an opponent's creature dies at the same time that Revel in Riches is destroyed, you'll get a Treasure.
  • If the second ability of Revel in Riches causes you to win the game, please refrain from throwing your Treasure tokens into the air as this may distract or injure other players.
  • If you don't control ten Treasures as the second ability of Revel in Riches resolves, you won't win the game.
  • If you don't control ten Treasures as your upkeep begins, the second ability of Revel in Riches won't trigger. You can't take any actions during your turn before your upkeep begins.
  • Prices

    Seller Price
    Cardkingdom 29.99 USD
    Manapool 34.49 USD
    Tcgplayer 34.46 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 an opponent controls dies, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.") At the beginning of your upkeep, if you control ten or more Treasures, you win the game.

    Syr Konrad, the Grim #1297 Legendary Creature — Human Knight

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • If one or more creatures die at the same time as Syr Konrad, its first ability triggers for each of those creatures.
  • In a Two-Headed Giant game, Syr Konrad's first ability causes it to deal 1 damage twice.
  • Prices

    Seller Price
    Tcgplayer 36.42 USD / 52.66 USD
    Cardkingdom 57.99 USD / 57.99 USD
    Manapool 53.46 USD / 49.49 USD
    Cardmarket / 37.58 EUR 34.77 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 another creature dies, or a creature card is put into a graveyard from anywhere other than the battlefield, or a creature card leaves your graveyard, Syr Konrad deals 1 damage to each opponent. : Each player mills a card. (They each put the top card of their library into their graveyard.)

    Tormod, the Desecrator #855 Legendary Creature — Zombie Wizard

    Info

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

    Abilities/Keywords

    Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • You create one Zombie token each time Tormod, the Desecrator's ability resolves, no matter how many cards left your graveyard.
  • Prices

    Seller Price
    Cardmarket 7.44 EUR
    Cardkingdom 8.99 USD
    Tcgplayer 7.4 USD
    Manapool 10.4 USD

    Legalities

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

    Text

    Whenever one or more cards leave your graveyard, create a tapped 2/2 black Zombie creature token. Partner (You can have two commanders if both have partner.)