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"Find me cards equivalent to: Hollowhenge Huntmaster"

Equivalent cards to Hollowhenge Huntmaster (green, werewolf, hexproof/protective, buffs team):
1. Asceticism — Enchantment; gives your creatures hexproof and regeneration.
2. Kira, Great Glass-Spinner — Similar hexproof effect, but blue. Mentioning for mechanic proximity.
3. Unbreathing Horde — Not green, and not a perfect match, but tough to kill and buffs with counters; just for reference.
4. Give // Take — Green side puts +1/+1 counters, but not on every combat.
5. Howlpack Piper — Werewolf, green, but has cheat-into-play ability, not hexproof or team buff.

Closest green, team-wide hexproof protector with counters is Asceticism, but it's not a creature. No green Werewolf exactly matches all abilities, so Hollowhenge Huntmaster is quite unique.

Found Cards

4 Results

Asceticism

Take

Kira, Great Glass-Spinner

Unbreathing Horde

Asceticism #SOM-110 Enchantment

Info

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

    Rules

  • You may target any creature with the regeneration ability, not just one you control.
  • Prices

    Seller Price
    Cardkingdom 11.99 USD
    Tcgplayer 8.75 USD
    Cardmarket 5.05 EUR
    Manapool 7.94 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 have hexproof. : Regenerate target creature. (The next time it would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

    Give (Give // Take) #DGM-129 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD
    Manapool 0.15 USD
    Cardkingdom 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

    Put three +1/+1 counters on target creature. Fuse (You may cast one or both halves of this card from your hand.)

    Take (Give // Take) #DGM-129 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast Give // Take as a fused split spell, you can target the same creature for both parts. If you do so, you will first put three +1/+1 counters on that creature, then remove all +1/+1 counters from it, then draw that many cards.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • You can target any creature you control with Take; the target does not need to have any +1/+1 counters on it.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD

    Legalities

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

    Text

    Remove all +1/+1 counters from target creature you control. Draw that many cards. Fuse (You may cast one or both halves of this card from your hand.)

    Kira, Great Glass-Spinner #421 Legendary Creature — Spirit

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 8.6 USD / 9.43 USD
    Cardkingdom 9.99 USD / 9.99 USD
    Tcgplayer 7.84 USD / 9 USD
    Cardmarket / 7.87 EUR 6.75 EUR

    Legalities

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

    Text

    Flying Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn,counterthat spell or ability."

    Unbreathing Horde #113 Creature — Zombie

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 0/0
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Unbreathing Horde enters from a graveyard, it will count itself when determining how many +1/+1 counters it enters with.
  • If Unbreathing Horde has no +1/+1 counters on it (but its toughness is raised above 0 by another effect), any damage dealt to it will still be prevented, even though no counter will be removed.
  • Only one +1/+1 counter will be removed, no matter how much damage is prevented.
  • Prices

    Seller Price
    Manapool 0.26 USD
    Tcgplayer 0.37 USD
    Cardkingdom 0.79 USD
    Cardmarket 0.51 EUR

    Legalities

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

    Text

    This creature enters with a +1/+1counteron it for each other Zombie you control and each Zombie card in your graveyard. If this creature would be dealt damage, prevent that damage and remove a +1/+1counterfrom it.