cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Hermit of the Natterknolls"

Cards equivalent to Hermit of the Natterknolls (with similar color and card draw from opponent actions):
1. Spirit of the Hunt — Creature, same color, but no card draw ability.
2. Tireless Tracker — Green, creates Clues for card draw when a land enters.
3. Guardian Project — Green enchantment, not a creature, but draws cards when creatures enter.
4. Runic Armasaur — Green creature, draws cards when opponents activate certain abilities.

Closest in direct function and color:

  • Runic Armasaur and Tireless Tracker.
    None are Human Werewolf with exact same triggers, but these meet green card draw through opponent actions.
Found Cards

4 Results

Guardian Project

Runic Armasaur

Spirit of the Hunt

Tireless Tracker

Guardian Project #2172 Enchantment

Info

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

    Rules

  • A face-down creature has no name, so it can't share a name with anything. This includes other creatures with no name.
  • If the entering creature is put into your graveyard while Guardian Project's ability is on the stack, that same card will be a creature card in your graveyard that shares a name with the creature that was on the battlefield, so you won't draw a card.
  • If the entering creature leaves the battlefield and returns while Guardian Project's ability is on the stack, that same card will be a new creature you control that shares a name with the creature that was on the battlefield, so you won't draw a card. However, Guardian Project's ability may trigger for the new creature and you may draw a card as that ability resolves.
  • Whether the entering creature shares a name with a creature you control or a creature card in your graveyard is checked both as that creature enters and as Guardian Project's ability resolves. If the entering creature isn't the first of its name as it enters, the ability doesn't trigger at all; if its name is shared as the ability resolves, you don't draw a card.
  • Prices

    Seller Price
    Cardmarket 19.85 EUR / 25.75 EUR
    Cardkingdom / 34.99 USD 22.99 USD
    Tcgplayer 19.68 USD / 20.76 USD
    Manapool / 18.83 USD 18.75 USD

    Legalities

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

    Text

    Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

    Runic Armasaur #256 Creature — Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/5
    Types:
  • Creature
  • SubTypes:
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • 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. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
  • Runic Armasaur's ability doesn't trigger when an opponent activates an ability of a card in hand (such as a cycling ability from the Amonkhet block) or a card in a graveyard (such as that of Bone Dragon), even if that causes a card to be put onto the battlefield.
  • Runic Armasaur's ability doesn't trigger when an opponent activates an ability of a noncreature, nonland permanent that causes it to become a creature (such as a crew ability of a Vehicle).
  • Runic Armasaur's ability resolves before the ability that caused it to trigger. Players can cast spells and activate abilities after the triggered ability resolves but before the activated ability that caused it to trigger does.
  • Prices

    Seller Price
    Manapool 2.08 USD
    Cardmarket 1.93 EUR
    Cardkingdom 4.99 USD
    Tcgplayer 2.65 USD

    Legalities

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

    Text

    Whenever an opponent activates an ability of a creature or land that isn't a mana ability, you may draw a card.

    Spirit of the Hunt #170s Creature — Wolf Spirit

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.49 USD
    Manapool 1.43 USD
    Cardmarket 0.85 EUR
    Cardkingdom 3.49 USD

    Legalities

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

    Text

    Flash When this creature enters, each other creature you control that's a Wolf or a Werewolf gets +0/+3 until end of turn.

    Tireless Tracker #110 Creature — Human Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    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 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.
  • 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.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. As a result, you can have those abilities resolve in the order of your choosing.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD
    Manapool 0.15 USD
    Cardkingdom 0.69 USD
    Cardmarket 0.27 EUR

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.") Whenever yousacrificea Clue, put a +1/+1counteron this creature.