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AI 🤖 Find me cards equivalent to: Livewire Lash

Try these equivalents to Livewire Lash (both colorless, equipment, deal damage with spells):

  • Grafted Wargear (Equipment, boosts power/toughness but doesn't deal damage)
  • Snake Umbra (green, similar effect—draw on damage, but not equipment)
  • Fire Whip (red, equipment, allows tap-to-damage, not the same trigger)

But for strictly damage on target when equipped creature is targeted in colorless, Nettlecyst and Grafted Exoskeleton are close in playstyle (boosts power), but the targeting-damage trigger is unique to Livewire Lash for colorless equipment.


Reason: Very few colorless equipment mimic the exact triggered ability. Consider looking into Giant Oyster (blue) and Curiosity (blue), but they aren’t equipment nor colorless.

Results:

Curiosity #403 Enchantment — Aura

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • "You" refers to the controller of Curiosity, which may be different from the controller of the enchanted creature. "An opponent" refers to an opponent of Curiosity's controller.
  • Any damage dealt by the enchanted creature to an opponent will cause Curiosity to trigger, not just combat damage.
  • Curiosity doesn't trigger if the enchanted creature deals damage to a planeswalker or to a battle.
  • If you control Curiosity and it's enchanting an opponent's creature, you won't draw a card when that creature deals damage to you. The creature has to deal damage to one of your opponents for the ability to trigger.
  • You draw one card each time the enchanted creature deals damage to an opponent, no matter how much damage it deals.
  • Prices

    Seller Price
    Tcgplayer 21.79 USD
    Cardmarket 15.22 EUR
    Cardkingdom 24.99 USD
    Manapool 22.71 USD

    Legalities

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

    Text

    Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

    Fire Whip #63 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Fire Whip is put into the graveyard if you lose control of the creature since the card text says it can only enchant a creature you control.
  • Remember that you tap the creature as part of the cost of activating Fire Whip's granted ability. So, if you have two Fire Whips on a creature activating the first one will tap the creature, so you can't use the second one or any other ability which requires tapping the creature until you find a way to untap it.
  • Prices

    Seller Price
    Tcgplayer 0.26 USD / 1.67 USD
    Cardmarket 0.11 EUR / 1.39 EUR
    Cardkingdom 2.49 USD
    Manapool 0.32 USD / 1.64 USD

    Legalities

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

    Text

    Enchant creature you control Enchanted creature has ": This creature deals 1 damage to any target." Sacrifice this Aura: It deals 1 damage to any target.

    Giant Oyster #22 Creature — Oyster

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 4
    Power/Toughness: 0/3
    Types:
  • Creature
  • SubTypes:
  • Oyster
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the Oyster untaps during the draw step before its ability to add a -1/-1 counter resolves, the -1/-1 counter effect resolves and adds a -1/-1 counter after the -1/-1 counters are removed due to being untapped.
  • Activating the ability creates a continuous effect that works only as long as Giant Oyster remains tapped, a repeating delayed triggered ability that’s in effect only as long as Giant Oyster remains tapped, and a delayed triggered ability that triggers when Giant Oyster untaps or when it leaves the battlefield.
  • Giant Oyster’s ability can be activated during your upkeep, and the creature will get a -1/-1 counter during the draw step that follows it.
  • The activated ability can target only a tapped creature.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD / 1.56 USD
    Cardmarket 0.08 EUR / 0.02 EUR
    Cardkingdom 0.35 USD / 3.99 USD
    Manapool 0.15 USD / 1.82 USD

    Legalities

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

    Text

    You may choose not to untap this creature during your untap step. : For as long as this creature remains tapped, target tapped creature doesn't untap during its controller's untap step, and at the beginning of each of your draw steps, put a -1/-1counteron that creature. When this creature leaves the battlefield or becomes untapped, remove all -1/-1 counters from the creature.

    Grafted Exoskeleton #74 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • A player who has ten or more poison counters loses the game. This is a state-based action.
  • Damage from a source with infect affects planeswalkers normally.
  • Damage from a source with infect is damage in all respects. If the source with infect also has lifelink, damage dealt by that source also causes its controller to gain that much life. Damage from a source with infect can be prevented or redirected. Abilities that trigger on damage being dealt will trigger if a source with infect deals damage, if appropriate.
  • If Grafted Exoskeleton's last ability triggers, but you don't control the permanent it became unattached from at the time that ability resolves (perhaps because another player has somehow gained control of it), you won't be able to sacrifice it.
  • If damage from a source with infect that would be dealt to a player is prevented, that player doesn't get poison counters. If damage from a source with infect that would be dealt to a creature is prevented, that creature doesn't get -1/-1 counters.
  • In addition to the effect of its equip ability, Grafted Exoskeleton becomes unattached from the creature it's equipping if a spell or ability (such as Fulgent Distraction) causes it to become unattached, if Grafted Exoskeleton leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Exoskeleton ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • Infect's effect applies to any damage, not just combat damage.
  • The -1/-1 counters remain on the creature indefinitely. They're not removed if the creature regenerates or the turn ends.
  • Prices

    Seller Price

    Legalities

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

    Text

    Equipped creature gets +2/+2 and has infect. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.) Whenever this Equipment becomes unattached from a permanent,sacrificethat permanent. Equip

    Grafted Wargear #126 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If your Grafted Wargear somehow ends up on an opponent's creature and it then becomes unattached from that creature, you won't be able to sacrifice that creature because you don't control it.
  • You may activate this card's equip ability targeting the creature that it is currently attached to, even if it's the only creature you control. Since the equip ability costs zero, you can do this as many times as you like during your main phases, though it generally won't do anything.
  • Grafted Wargear becomes unattached from the creature it's equipping if you equip it to a new creature, if Grafted Wargear leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Wargear ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • Prices

    Seller Price
    Tcgplayer 0.29 USD / 5.01 USD
    Cardmarket 0.13 EUR / 2.59 EUR
    Cardkingdom 0.59 USD / 6.99 USD
    Manapool 2.38 USD / 4.69 USD

    Legalities

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

    Text

    Equipped creature gets +3/+2. Whenever this Equipment becomes unattached from a permanent,sacrificethat permanent. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Livewire Lash #172 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • The equipped creature is the source of both the triggered ability and the resultant damage, not Livewire Lash. For example, you can target and deal damage to a creature with protection from artifacts (assuming the equipped creature isn't an artifact itself, of course).
  • When the equipped creature becomes the target of a spell, the ability granted to it by Livewire Lash will trigger and go on the stack on top of it. It will resolve before the spell does.
  • Prices

    Seller Price
    Tcgplayer 0.39 USD / 1.09 USD
    Cardmarket 0.24 EUR / 0.65 EUR
    Cardkingdom 0.49 USD / 0.49 USD
    Manapool 0.29 USD / 0.71 USD

    Legalities

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

    Text

    Equipped creature gets +2/+0 and has "Whenever this creature becomes the target of a spell, this creature deals 2 damage to any target." Equip

    Nettlecyst #91379 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If a permanent you control is both an artifact and an enchantment, count it only once when determining the bonus from an equipped Nettlecyst.
  • If the Phyrexian Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
  • If the living weapon trigger causes two Phyrexian Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Phyrexian Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • The Phyrexian Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
  • The living weapon ability has been updated so that the triggered ability creates Phyrexian Germ tokens rather than Germ tokens. This update applies to all cards with living weapon.
  • Prices

    Seller Price

    Legalities

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

    Text

    Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +1/+1 for each artifact and/or enchantment you control. Equip

    Snake Umbra #207 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Snake Umbra grants the triggered ability to the creature. It triggers whenever the enchanted creature deals damage to an opponent of its controller (who is not necessarily an opponent of the Aura's controller). In other words, if your Snake Umbra winds up enchanting your opponent's creature, that opponent will draw a card whenever that creature damages you.
  • The ability triggers when the enchanted creature deals any damage, not just combat damage.
  • If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
  • If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
  • If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
  • If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
  • If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
  • Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
  • Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
  • Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
  • Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
  • Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
  • Prices

    Seller Price
    Tcgplayer 0.7 USD / 7.27 USD
    Cardmarket 0.47 EUR / 3.43 EUR
    Cardkingdom 1.29 USD / 7.99 USD
    Manapool 0.71 USD / 7.07 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +1/+1 and has "Whenever this creature deals damage to an opponent, you may draw a card." Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it anddestroythis Aura.)

    Curiosity Enchantment — Aura Normal - ~$21.18

    Fire Whip Enchantment — Aura Normal - ~$1.13

    Giant Oyster Creature — Oyster Normal - ~$1.03

    Grafted Exoskeleton Artifact — Equipment Normal

    Grafted Wargear Artifact — Equipment Normal - ~$2.83

    Livewire Lash Artifact — Equipment Normal - ~$0.54

    Nettlecyst Artifact — Equipment Normal

    Snake Umbra Enchantment — Aura Normal - ~$3.62

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