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AI 🤖 Find me cards equivalent to: Glacierwood Siege

Equivalent cards to Glacierwood Siege (which is green and blue) that give a choice of effects at the beginning of your upkeep include:
1. Tale's End (flexible counter, but not upkeep-based; not a perfect fit, but somewhat similar in versatility)
2. Frontier Siege (green; offers two upkeep-based choices: additional mana or damage to flying creatures/opponents' creatures)
3. Monastery Siege (blue; offers two upkeep-based choices: loot or taxing opponents' spells)
4. Druidic Satchel (green; not exactly upkeep, but offers mode-like choices every turn)


Reason: These cards share modal abilities or upkeep triggers similar to Glacierwood Siege, and match in color identity.

Results:

Druidic Satchel #242 Artifact

Info

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

    Rules

  • If the card is not a land card, it will remain on top of your library.
  • If the revealed card is both a creature and a land (such as Dryad Arbor), you’ll put a Saproling creature token and that card onto the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.26 USD
    Cardmarket 0.23 EUR / 0.32 EUR
    Cardkingdom 0.79 USD
    Cardsphere 0.46 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    , : Reveal the top card of your library. If it's a creature card, create a 1/1 green Saproling creature token. If it's a land card, put that card onto the battlefield under your control. If it's a noncreature, nonland card, you gain 2 life.

    Frontier Siege #184 Enchantment

    Info

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

    Abilities/Keywords

    Fight

    Rules

  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
  • For the "Dragons" ability, you decide whether the creature with flying will fight the target creature you don't control as the ability resolves.
  • The "Khans" ability triggers at the beginning of both your precombat main phase and your postcombat main phase. Unused mana is lost at the end of each step and phase.
  • The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
  • Prices

    Seller Price
    Tcgplayer 0.23 USD
    Cardmarket 0.32 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.22 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of each of your main phases, add . • Dragons — Whenever a creature you control with flying enters, you may have it fight target creature you don't control.

    Glacierwood Siege #386 Enchantment

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • Glacierwood Siege’s Sultai ability doesn’t allow you to activate abilities (such as cycling) of land cards in your graveyard.
  • Glacierwood Siege’s Sultai ability doesn’t change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
  • If you somehow control Glacierwood Siege and no choice was made for it (perhaps because another permanent on the battlefield became a copy of it), it has neither of the two abilities.
  • Prices

    Seller Price
    Tcgplayer 0.45 USD / 1.07 USD
    Cardmarket 0.7 EUR / 0.99 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Cardsphere 0.65 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 this enchantment enters, choose Temur or Sultai. • Temur — Whenever you cast an instant or sorcery spell, target player mills four cards. • Sultai — You may play lands from your graveyard.

    Monastery Siege #88 Enchantment

    Info

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

    Rules

  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won’t depend on the choice made for the original permanent.
  • The words “Khans” and “Dragons” are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. “[Anchor word] — [Ability]” means “As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability].” Notably, the anchor word “Dragons” has no connection to the creature type Dragon.
  • The “Dragons” ability adds {2} per spell, not per target. It won’t cause a spell to cost more than {2} more to cast, even if that spell targets you and a permanent you control or more than one permanent you control.
  • The “Khans” ability happens after you draw the card you normally draw during your draw step. That card and the additional card will be in your hand when you have to discard a card.
  • Prices

    Seller Price
    Tcgplayer 0.74 USD
    Cardmarket 0.53 EUR
    Cardkingdom 1.99 USD
    Cardsphere 0.74 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your draw step, draw an additional card, thendiscarda card. • Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.

    Tale's End #77s Instant

    Info

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

    Rules

  • Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, can't be targeted. Abilities that apply "as [this creature] enters the battlefield" are also replacement effects and can't be targeted.
  • Activated abilities are written in the form "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder texts, if applicable.
  • If you counter a delayed triggered ability that triggered at the beginning of the "next" occurrence of a specified step or phase, that ability won't trigger again the following time that step or phase occurs.
  • Tale's End can't target an activated or triggered mana ability. An activated mana ability is one that could add mana as it resolves, doesn't have a target, and isn't a loyalty ability. A triggered mana ability is one that could add mana as it resolves and triggers on an activated mana ability.
  • Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]." Some keyword abilities are triggered abilities and will have "when," "whenever," or "at" in their reminder text.
  • Prices

    Seller Price
    Tcgplayer 6.81 USD
    Cardmarket 4.76 EUR
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Counter target activated ability, triggered ability, or legendary spell.

    Druidic Satchel Artifact Normal - ~$2.34

    Frontier Siege Enchantment Normal - ~$2.56

    Glacierwood Siege Enchantment Normal - ~$2.15

    Monastery Siege Enchantment Normal - ~$2.95

    Tale's End Instant Normal - ~$5.64

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