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6 Cards Found

AI 🤖 Find me cards equivalent to: Horn of the Mark

Cards equivalent to Horn of the Mark (white/red, card draw on attacking):
1. Tocasia’s Welcome (white, draws on creatures entering battlefield)
2. Welcoming Vampire (white, draws on small creatures entering)
3. Puresteel Paladin (white, draws on Equipment entering)
4. Mentor of the Meek (white, draws on small creatures entering)
5. Chandra, Fire of Kaladesh // Chandra, Roaring Flame (red, indirect draw via exile)
6. Valakut Exploration (red, exile/draw on landfall)
7. Warriors' Lesson (green, draws on combat damage—splashable in Naya)


Reason:
All these are in white/red, and provide card draw/advantage triggered by attacking or board presence. Direct attack-based draw is rare in those colors.

Results:

Horn of the Mark #378 Legendary Artifact

Info

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

    Rules

  • In a multiplayer game, Horn of the Mark's triggered ability triggers once for each player you attack with at least two creatures.
  • Two or more creatures you control must attack the same player in order for Horn of the Mark's ability to trigger. Creatures you control that attack planeswalkers that player controls or battles that player is protecting won't count toward Horn of the Mark's trigger condition.
  • Prices

    Seller Price
    Tcgplayer 0.58 USD / 8.77 USD
    Cardmarket 0.87 EUR / 4.77 EUR
    Cardkingdom 0.79 USD / 4.49 USD
    Cardsphere 0.5 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

    Whenever two or more creatures you control attack a player, look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    Mentor of the Meek #81 Creature — Human Soldier

    Info

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

    Rules

  • If a creature enters with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creature on the battlefield, those effects apply when checking to see if Mentor of the Meek’s ability will trigger.
  • Mentor of the Meek’s ability checks the power of the other creature only as it enters. If that creature’s power is 2 or less, the ability will trigger. Once the ability triggers, raising that creature’s power above 2 won’t affect that ability. Similarly, reducing the creature’s power to 2 or less after it enters won’t cause the ability to trigger.
  • While resolving the triggered ability of Mentor of the Meek, you can’t pay {1} multiple times to draw more than one card.
  • Prices

    Seller Price
    Tcgplayer 0.21 USD
    Cardmarket 0.21 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

    Whenever another creature you control with power 2 or less enters, you may pay . If you do, draw a card.

    Puresteel Paladin #1352 Creature — Human Knight

    Info

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

    Abilities/Keywords

    Rules

  • Once the equip {0} ability is activated, causing Puresteel Paladin to leave the battlefield or causing its controller to control fewer than three artifacts won't stop the equip ability from resolving.
  • You may still activate the Equipment's other equip abilities if you wish.
  • Prices

    Seller Price
    Tcgplayer 32.23 USD / 31.77 USD
    Cardmarket 20.8 EUR / 24.9 EUR
    Cardkingdom 39.99 USD / 34.99 USD
    Cardsphere 30.36 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

    Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip as long as you control three or more artifacts.

    Valakut Exploration #175 Enchantment

    Info

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

    Abilities/Keywords

    Rules

  • If Valakut Exploration leaves the battlefield, any cards exiled with it remain exiled and can be played. The end step triggered ability won't trigger, and the cards won't be put into their owner's graveyard.
  • If you play a card this way, it leaves exile and becomes a new object. If it returns to exile later in the turn, you can't play it again.
  • If you play the card in response to the end step triggered ability, that card won't be put into your graveyard and won't be counted when determining how much damage to deal.
  • In a Two-Headed Giant game, the end step triggered ability causes the opposing team to lose 2 life for each card put into its owner's graveyard.
  • You must follow the normal timing permissions and restrictions for the exiled card. If it's a land, you can't play it unless you have land plays available.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • 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 the 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 6.62 USD / 6.13 USD
    Cardmarket 2.97 EUR / 3.41 EUR
    Cardkingdom 4.99 USD / 4.99 USD
    Cardsphere 1.91 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

    Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.

    Warriors' Lesson #184 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.47 USD
    Cardmarket 0.07 EUR / 0.54 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.23 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

    Until end of turn, up to two target creatures you control each gain "Whenever this creature deals combat damage to a player, draw a card."

    Welcoming Vampire #140 Creature — Vampire

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • If creatures enter the battlefield with +1/+1 counters or a continuous effect such as that of Wedding Festivity will apply to the creatures on the battlefield, those effects apply when checking to see if Welcoming Vampire's ability will trigger.
  • Welcoming Vampire's ability checks the power of the other creatures only as they enter the battlefield. If one of those creatures has power 2 or less, the ability will trigger. Once the ability triggers, raising that creature's power above 2 won't affect that ability. Similarly, reducing a creature's power to 2 or less after it enters the battlefield won't cause the ability to trigger.
  • Prices

    Seller Price
    Tcgplayer 0.9 USD
    Cardmarket 0.95 EUR / 1.81 EUR
    Cardkingdom 1.79 USD
    Cardsphere 1.38 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

    Flying Whenever one or more other creatures you control with power 2 or less enter, draw a card. This ability triggers only once each turn.

    Horn of the Mark Legendary Artifact Normal - ~$3.74

    Mentor of the Meek Creature — Human Soldier Normal - ~$2.54

    Puresteel Paladin Creature — Human Knight Normal - ~$23.17

    Valakut Exploration Enchantment Normal - ~$4.77

    Warriors' Lesson Instant Normal - ~$1.89

    Welcoming Vampire Creature — Vampire Normal - ~$2.93

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