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"Find me cards equivalent to: Greenbelt Radical"

Equivalent cards to Greenbelt Radical (mono-green, Centaur or similar, turn up/boost creatures):
1. End-Raze Forerunners
Big mono-green creature, grants +2/+2 and trample/vigilance to your team until end of turn when it enters the battlefield.
2. Craterhoof Behemoth
When it enters, gives creatures +X/+X and trample, similar team-pump finisher.
3. Overcome (not a creature, but mono-green)
Grants +2/+2 and trample to all your creatures until end of turn.

All are mono-green, provide a full team pump, granting trample like Greenbelt Radical. No strict disguise mechanic, but creature-based team boosts are rare in mono-green.

Found Cards

4 Results

Craterhoof Behemoth

End-Raze Forerunners

Greenbelt Radical

Overcome

Craterhoof Behemoth #375 Creature — Beast

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 8
Power/Toughness: 5/5
Types:
  • Creature
  • SubTypes:
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste

    Rules

  • Craterhoof Behemoth’s triggered ability affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won’t gain trample and get +X/+X.
  • The value of X is calculated only once, as Craterhoof Behemoth’s last ability resolves.
  • Prices

    Seller Price
    Tcgplayer 15.26 USD / 14.98 USD
    Cardkingdom 24.99 USD / 22.99 USD
    Manapool 17.41 USD / 24.78 USD
    Cardmarket / 15.26 EUR 13.77 EUR

    Legalities

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

    Text

    Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

    End-Raze Forerunners #214 Creature — Boar

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: 7/7
    Types:
  • Creature
  • SubTypes:
  • Boar
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste Trample Vigilance

    Rules

  • The triggered ability of End-Raze Forerunners affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't get +2/+2 or gain vigilance or trample.
  • Prices

    Seller Price
    Manapool 0.35 USD
    Tcgplayer 0.32 USD
    Cardmarket 0.4 EUR
    Cardkingdom 1.29 USD

    Legalities

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

    Text

    Vigilance, trample, haste When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.

    Greenbelt Radical #163 Creature — Centaur Citizen

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Centaur
  • Citizen
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Disguise

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
  • Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer / 0.18 USD 0.23 USD
    Cardmarket / 0.11 EUR 0.11 EUR
    Cardkingdom / 0.49 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

    Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up, put a +1/+1counteron each creature you control. Creatures you control gain trample until end of turn.

    Overcome #48 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Overcome affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't get +2/+2 or gain trample.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.41 USD
    Cardmarket 0.12 EUR
    Manapool 0.18 USD

    Legalities

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

    Text

    Creatures you control get +2/+2 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)