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"Find me cards equivalent to: Inexorable Blob"

Equivalent cards to Inexorable Blob (green, creature, creates tokens when attacking with delirium):
1. Wrenn's Resolve (similar token generation in green, though with different triggers)
2. Sprout Swarm (creates Saproling tokens repeatedly)
3. Tendershoot Dryad (creates Saprolings each upkeep)
4. Avenger of Zendikar (creates Plant tokens on entry)

Each of these cards is green and produces tokens, like Inexorable Blob.

Found Cards

5 Results

Avenger of Zendikar

Inexorable Blob

Sprout Swarm

Tendershoot Dryad

Wrenn's Resolve

Avenger of Zendikar #98 Creature — Elemental

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 7
Power/Toughness: 5/5
Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • 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
    Manapool 0.19 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.57 EUR
    Tcgplayer 0.51 USD

    Legalities

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

    Text

    When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1counteron each Plant creature you control.

    Inexorable Blob #212s Creature — Ooze

    Info

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

    Abilities/Keywords

    Rules

  • Although the token is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • Because you consider only the characteristics of a double-faced card's front face while it's not on the battlefield, the types of its back face won't be counted for delirium.
  • If an effect gives the token vigilance, the token will still enter the battlefield tapped.
  • In some rare cases, you can have a token or a copy of a spell in your graveyard at the moment that an object's delirium ability counts the card types among cards in your graveyard, before that token or copy ceases to exist. Because tokens and copies of spells are not cards, even if they are copies of cards, their types will never be counted.
  • Most triggered delirium abilities use an intervening "if" clause. There must be four or more card types among cards in your graveyard in order for these abilities to trigger, otherwise they never trigger at all. There's no way to have the ability trigger if there aren't enough card types, even if you intend to raise that number in response to the triggered ability. The number of card types is checked again as the trigger resolves, and if it has become too low somehow, the ability does nothing. If which card types are in your graveyard changes but the quantity of card types stays the same (or increases), then the delirium triggered ability will still resolve.
  • The card types in Magic are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes (such as legendary and basic) and subtypes (such as Human and Equipment) are not counted.
  • The number of card types matters, not the number of cards. For example, Wicker Witch (an artifact creature) along with Catalog (an instant) and Chaplain's Blessing (a sorcery) will enable delirium.
  • You declare which player or planeswalker the token is attacking as you put it onto the battlefield. It doesn't have to be the same player or planeswalker Inexorable Blob is attacking.
  • Prices

    Seller Price
    Cardmarket / 0.5 EUR 0.43 EUR
    Cardkingdom 2.99 USD
    Manapool 1.35 USD
    Tcgplayer 1.84 USD

    Legalities

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

    Text

    Delirium — Whenever this creature attacks, if there are four or more card types among cards in your graveyard, create a 3/3 green Ooze creature token that's tapped and attacking.

    Sprout Swarm #FUT-138 Instant

    Info

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

    Abilities/Keywords

    Buyback Convoke

    Rules

  • Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
  • Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
  • Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
  • Prices

    Seller Price
    Cardkingdom 1.79 USD
    Manapool 0.77 USD
    Tcgplayer 1.01 USD

    Legalities

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

    Text

    Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Buyback (You may pay an additional as you cast this spell. If you do, put this card into your hand as it resolves.) Create a 1/1 green Saproling creature token.

    Tendershoot Dryad #1902 Creature — Dryad

    Info

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

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Saproling you control may become lethal if Tendershoot Dryad leaves the battlefield during that turn.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • Prices

    Seller Price
    Tcgplayer 11.47 USD
    Manapool 8.7 USD
    Cardkingdom 13.99 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of each upkeep, create a 1/1 green Saproling creature token. Saprolings you control get +2/+2 as long as you have the city's blessing.

    Wrenn's Resolve #173 Sorcery

    Info

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

    Rules

  • Any cards you don't play will remain in exile.
  • The cards you play from exile follow the usual timing restrictions, and you must pay any costs for spells you cast.
  • Prices

    Seller Price
    Cardkingdom 2.49 USD / 3.49 USD
    Tcgplayer 1.15 USD / 1.29 USD
    Manapool / 1.35 USD 1.11 USD
    Cardmarket / 2.08 EUR 1.45 EUR

    Legalities

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

    Text

    Exile the top two cards of your library. Until the end of your next turn, you may play those cards.