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"Find me cards equivalent to: Foreboding Steamboat"

Equivalent cards to Foreboding Steamboat (Artifact — Vehicle, black, exile creatures, returns them, investigate, crew):
1. Karn, the Great Creator — Artifact synergy, exile interaction (artifact-focused, not vehicle).
2. Heartless Act — Black removal, interacts with counters, not vehicle/exile, but black exile effects.
3. Demon of Dark Schemes — Black, interacts with graveyard/creature exile (dies, not temporary like Foreboding Steamboat).
4. Eater of Virtue — Artifact, exile-related death trigger for creatures (works with exiling, black-adjacent, but not a vehicle).
5. Consulate Dreadnought — Artifact — Vehicle, black, but no exile or investigate effect.

Note: No card exactly matches all features of Foreboding Steamboat. Other Vehicles in black, like Consulate Dreadnought and Marauding Lich, may share some characteristics, but the unique combination of exile-on-enter and investigate-on-attack is unique. You might combine effects from cards like Astral Drift (exile) and Epicure of Blood (synergy with sacrifice) for a similar feel, but none replicate all Steamboat's aspects directly.

Found Cards

8 Results

Astral Drift

Consulate Dreadnought

Demon of Dark Schemes

Eater of Virtue

Epicure of Blood

Foreboding Steamboat

Heartless Act

Karn, the Great Creator

Astral Drift #3 Enchantment

Info

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

    Abilities/Keywords

    Cycling

    Rules

  • Astral Drift's triggered ability resolves before the cycling ability does. You won't draw until after you choose the target and choose whether to exile the creature.
  • 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. Once the exiled creature returns, it's considered a new object with no relation to the object that it was.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • If you cycle a card during a player's end step, the exiled creature will remain exiled until the next turn's end step.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 1.49 USD
    Cardmarket / 0.58 EUR 0.15 EUR
    Tcgplayer / 0.61 USD 0.28 USD
    Manapool / 0.41 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

    Whenever you cycle this card or cycle another card while this enchantment is on the battlefield, you may exile target creature. If you do, return that card to the battlefield under its owner's control at the beginning of the next end step. Cycling (,Discardthis card: Draw a card.)

    Consulate Dreadnought #AER-146 Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 7/11
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew

    Rules

  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren’t attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don’t affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it’s not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won’t be a creature, even if the Vehicle it’s copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle’s printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can’t attack unless you’ve controlled it continuously since your turn began, it can block if it’s untapped, it can be tapped to pay a Vehicle’s crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can’t try to stop the ability by changing a creature’s power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that’s crewed won’t normally have any creature type.
  • When a Vehicle becomes a creature, that doesn’t count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won’t trigger.
  • You may activate a crew ability of a Vehicle even if it’s already an artifact creature. Doing so has no effect on the Vehicle. It doesn’t change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • Prices

    Seller Price
    Cardkingdom 0.39 USD
    Cardmarket 0.17 EUR
    Manapool 0.31 USD
    Tcgplayer 0.29 USD

    Legalities

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

    Text

    Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.)

    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 16.99 USD
    Cardmarket 3.98 EUR
    Manapool 8.59 USD
    Tcgplayer 8.57 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.

    Eater of Virtue #401 Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If Eater of Virtue leaves the battlefield and returns to the battlefield, it will be a new object with no association to any cards it exiled from any previous times it was on the battlefield. It will have to exile new cards to grant abilities to creatures it equips from that point forward.
  • The Equipped creature gains any hexproof and protection abilities of cards exiled with Eater of Virtue.
  • Prices

    Seller Price
    Cardmarket 0.74 EUR / 1.23 EUR
    Cardkingdom / 1.49 USD 1.49 USD
    Tcgplayer 0.46 USD / 1.01 USD
    Manapool 0.15 USD / 0.52 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 equipped creature dies, exile it. Equipped creature gets +2/+0. As long as a card exiled with Eater of Virtue has flying, equipped creature has flying. The same is true for first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, menace, protection, reach, trample, and vigilance. Equip

    Epicure of Blood #M19-95 Creature — Vampire

    Info

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

    Rules

  • Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Epicure of Blood's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • In a Two-Headed Giant game, Epicure of Blood's ability causes the opposing team to lose 1 life twice.
  • In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
  • The ability of Epicure of Blood triggers just once for each life-gaining event, whether it's 1 life from Impassioned Orator or 4 life from Dawning Angel. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the ability of Epicure of Blood triggers only once.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.14 USD
    Cardmarket 0.13 EUR
    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

    Whenever you gain life, each opponent loses 1 life.

    Foreboding Steamboat #338 Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 5/7
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Crew Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If Foreboding Steamboat leaves the battlefield before its first triggered ability resolves, the chosen creatures won't be exiled at all.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
  • Some spells and abilities that investigate 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 create any Clue tokens.
  • Starting with the player whose turn it is, each player in turn order chooses two nontoken, non-Vehicle creatures they control, then all the creatures chosen by all players are exiled at the same time. Players get to know the choices made by players who chose before them.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Prices

    Seller Price
    Manapool 0.2 USD
    Tcgplayer 0.25 USD
    Cardmarket 0.39 EUR / 1 EUR
    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

    When this Vehicle enters, each player chooses two nontoken, non-Vehicle creatures they control. Exile them until this Vehicle leaves the battlefield. Whenever this Vehicle attacks, put a card exiled with it into its owner's graveyard. If you do, investigate. Crew 2

    Heartless Act #103 Instant

    Info

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

    Rules

  • If you choose the first mode and the creature gains a counter in response, you can't remove counters from it instead; the spell just doesn't resolve. Similarly, if you choose the second mode and the creature loses its counters in response, you can't destroy it instead.
  • If you choose the second mode for Heartless Act, you choose which counters to remove from the creature, no matter who controls the creature. You may choose counters of different kinds.
  • If you choose the first mode and the creature gains a counter in response, you can't remove counters from it instead; the spell just doesn't resolve. Similarly, if you choose the second mode and the creature loses its counters in response, you can't destroy it instead.
  • If you choose the second mode for Heartless Act, you choose which counters to remove from the creature, no matter who controls the creature. You may choose counters of different kinds.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer / 0.22 USD 0.23 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 0.12 EUR / 0.12 EUR

    Legalities

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

    Text

    Choose one — •Destroytarget creature with no counters on it. • Remove up to three counters from target creature.

    Karn, the Great Creator #1 Legendary Planeswalker — Karn

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Karn
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text, such as equip. Triggered abilities (starting with "when," "whenever," or "at") are unaffected by Karn.
  • If a permanent has {X} in its mana cost, X is considered to be 0.
  • In a casual game, a card you choose from outside the game comes from your personal collection. In a tournament event, a card you choose from outside the game must come from your sideboard. You may look at your sideboard at any time.
  • Karn's first ability affects only artifacts on the battlefield. Activated abilities that work in other zones can still be activated.
  • Karn's last ability can't get a face-down card in exile, even if you know it's an artifact card.
  • Prices

    Seller Price
    Cardkingdom 6.99 USD / 6.99 USD
    Tcgplayer / 5.28 USD 6.63 USD
    Manapool 4.17 USD / 5.19 USD
    Cardmarket / 6.81 EUR 4.48 EUR

    Legalities

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

    Text

    Activated abilities of artifacts your opponents control can't be activated.
    +1 Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
    −2 You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.