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"Find me cards equivalent to: Merrow Witsniper"
  • Merrow Witsniper – U, Creature — Merfolk Rogue, ETB: Target player mills
    1.
  • Jace's Phantasm is not equivalent (does not mill).
  • Thoughtbound Phantasm is close, but mills self via surveil, not opponent directly.
  • Benthic Infiltrator mills when unblocked, not ETB.
  • Minister of Inquiries (U, Creature — Vedalken Advisor): T, Pay energy, Target player mills
    3.
  • Manic Scribe (U, Creature — Human Wizard): ETB, each opponent mills 3 if you have delirium.

Closest equivalents: Minister of Inquiries and Manic Scribe (though both are not Merfolk Rogues and differ slightly in trigger or effect). No identical blue Merfolk Rogue with direct ETB mill effect besides Merrow Witsniper.

Found Cards

6 Results

Benthic Infiltrator

Jace's Phantasm

Manic Scribe

Merrow Witsniper

Minister of Inquiries

Thoughtbound Phantasm

Benthic Infiltrator #55 Creature — Eldrazi Drone

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 3
Power/Toughness: 1/4
Types:
  • Creature
  • SubTypes:
  • Eldrazi
  • Drone
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Devoid Ingest

    Rules

  • A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
  • Cards with devoid use frames that are variations of the transparent frame traditionally used for Eldrazi. The top part of the card features some color over a background based on the texture of the hedrons that once imprisoned the Eldrazi. This coloration is intended to aid deckbuilding and game play.
  • Devoid works in all zones, not just on the battlefield.
  • If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
  • If the player has no cards in their library when the ingest ability resolves, nothing happens. That player won't lose the game (until they have to draw a card from an empty library).
  • Other cards and abilities can give a card with devoid color. If that happens, it's just the new color, not that color and colorless.
  • The card exiled by the ingest ability is exiled face up.
  • Prices

    Seller Price
    Manapool / 0.26 USD 0.15 USD
    Cardmarket 0.13 EUR / 0.25 EUR
    Tcgplayer / 0.55 USD 0.09 USD
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    Devoid (This card has no color.) Ingest (Whenever this creature deals combat damage to a player, that player exiles the top card of their library.) This creature can't be blocked.

    Jace's Phantasm #3 Creature — Illusion

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • If Jace's Phantasm is dealt lethal damage at the same time as an opponent's creature, and that creature will become that opponent's tenth card in their graveyard, Jace's Phantasm will be destroyed before it gets +4/+4. This is because all creatures that have been dealt lethal damage are destroyed at the same time.
  • In a multiplayer game, a single opponent must have ten or more cards in their graveyard for the bonus to apply, although this opponent may change over the course of the game. You don't have to pick a single opponent; the ability will monitor each opponent's graveyard.
  • The last ability of Jace's Phantasm constantly monitors each opponent's graveyard to see if the bonus applies. If the stated condition becomes no longer true, the bonus immediately stops applying.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.24 USD
    Cardmarket 0.29 EUR
    Manapool 0.23 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 This creature gets +4/+4 as long as an opponent has ten or more cards in their graveyard.

    Manic Scribe #211 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 0/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • 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.
  • 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.
  • The upkeep step is before the draw step, after the untap step. Manic Scribe's delirium ability mills an opponent's library before that player draws a card during their draw step.
  • 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

    When this creature enters, each opponent mills three cards. Delirium — At the beginning of each opponent's upkeep, if there are four or more card types among cards in your graveyard, that player mills three cards.

    Merrow Witsniper #40 Creature — Merfolk Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Mill

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.39 USD 0.15 USD
    Tcgplayer 0.12 USD / 0.66 USD
    Cardmarket / 0.24 EUR 0.11 EUR
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

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

    Text

    When this creature enters, target player mills a card.

    Minister of Inquiries #57 Creature — Vedalken Advisor

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Advisor
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Mill

    Rules

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} 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 get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.35 USD
    Cardmarket 0.1 EUR / 0.25 EUR
    Tcgplayer / 0.38 USD 0.09 USD
    Cardkingdom / 0.49 USD 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

    When this creature enters, you get (two energy counters). , Pay : Target player mills three cards.

    Thoughtbound Phantasm #122 Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • Once Thoughtbound Phantasm has attacked, removing +1/+1 counters from it won't remove it from combat.
  • You put only one +1/+1 counter on Thoughtbound Phantasm each time you surveil, no matter how many cards you looked at when you surveilled.
  • An ability that triggers "whenever you surveil" triggers after you're done surveilling, even if you have fewer cards in your library than the number of cards you're instructed to surveil. It even triggers if you have no cards in your library.
  • Prices

    Seller Price
    Cardmarket 0.11 EUR / 0.02 EUR
    Manapool 0.15 USD
    Tcgplayer 0.07 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

    Defender Whenever you surveil, put a +1/+1counteron this creature. As long as this creature has three or more +1/+1 counters on it, it can attack as though it didn't have defender.