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"Find me cards equivalent to: Octopus"

Equivalent Magic cards to Octopus creatures include:

  • Stormtide Leviathan (Blue, sea creature, large body, oceanic theme)
  • Deep-Sea Kraken (Blue, kraken, similar giant sea monster)
  • Aethersquall Ancient (Blue, flying sea creature)
  • Archipelagore (Blue, big sea monster, mutate)
  • Stinging Lionfish (Blue, aquatic, triggers on spells)

All these, like Octopus, are blue sea creatures, fitting a watery, monstrous theme.

Found Cards

5 Results

Aethersquall Ancient

Archipelagore

Deep-Sea Kraken

Stinging Lionfish

Stormtide Leviathan

Aethersquall Ancient #39s Creature — Leviathan

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 7
Power/Toughness: 6/6
Types:
  • Creature
  • SubTypes:
  • Leviathan
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    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
    Cardkingdom 2.49 USD
    Tcgplayer 2.01 USD
    Cardmarket 0.73 EUR
    Manapool 2.03 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 At the beginning of your upkeep, you get (three energy counters). Pay eight : Return all other creatures to their owners' hands. Activate only as a sorcery.

    Archipelagore #283 Creature — Leviathan

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 7
    Power/Toughness: 7/7
    Types:
  • Creature
  • SubTypes:
  • Leviathan
  • Languages:
    Layout:
    Mutate
    Rank:
    Saltiness:

    Abilities/Keywords

    Mutate

    Rules

  • Archipelagore’s triggered ability can target a creature that’s already tapped. That creature won’t untap during its controller’s next untap step.
  • Prices

    Seller Price
    Cardmarket / 0.46 EUR 0.19 EUR
    Cardkingdom / 0.99 USD 0.59 USD
    Manapool 0.15 USD / 0.29 USD
    Tcgplayer / 0.36 USD 0.25 USD

    Legalities

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

    Text

    Mutate (If you cast this spell for its mutate cost, put it over or under target non-Human creature you own. They mutate into the creature on top plus all abilities from under it.) Whenever this creature mutates, tap up to X target creatures, where X is the number of times this creature has mutated. Those creatures don't untap during their controller's next untap step.

    Deep-Sea Kraken #3 Creature — Kraken

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 10
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Kraken
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Suspend

    Rules

  • A creature cast using suspend will enter the battlefield with haste. It will have haste until another player gains control of it. (In some rare cases, another player may gain control of the creature spell itself. If this happens, the creature won't enter the battlefield with haste.)
  • Cards exiled with suspend are exiled face up.
  • Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
  • Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
  • If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
  • If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
  • If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
  • If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
  • Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
  • The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
  • When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
  • You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
  • Prices

    Seller Price
    Tcgplayer 1.81 USD
    Cardmarket 0.85 EUR
    Cardkingdom 1.49 USD
    Manapool 0.64 USD

    Legalities

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

    Text

    This creature can't be blocked. Suspend 9— (Rather than cast this card from your hand, you may pay and exile it with nine time counters on it. At the beginning of your upkeep, remove a timecounter When the last is removed, you may cast it without paying its mana cost. It has haste.) Whenever an opponent casts a spell, if this card is suspended, remove a timecounterfrom it.

    Stinging Lionfish #69 Enchantment Creature — Fish

    Info

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

    Rules

  • An ability that triggers when you cast a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • If you have more than one opponent, this ability can trigger once during each of those opponents' turns.
  • In a Two-Headed Giant game, this ability triggers no more than once during each opposing team's turn.
  • This ability triggers only on your very first spell during an opponent's turn, not the first spell after the card is on the battlefield. If you cast a spell before it's on the battlefield (including if you cast this card somehow during an opponent's turn), the ability won't trigger.
  • Prices

    Seller Price
    Manapool / 0.16 USD 0.15 USD
    Cardmarket 0.16 EUR / 0.24 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer / 0.37 USD 0.08 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 you cast your first spell during each opponent's turn, you may tap or untap target nonland permanent.

    Stormtide Leviathan #70 Creature — Leviathan

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: 8/8
    Types:
  • Creature
  • SubTypes:
  • Leviathan
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Landwalk

    Rules

  • If Stormtide Leviathan loses its abilities, all lands on the battlefield (including those that enter the battlefield later on) will still be Islands in addition to their other types and will still be able to tap to produce {U}. The way continuous effects work, Stormtide Leviathan's type-changing ability is applied before the effect that removes that ability is applied.
  • Islandwalk cares about lands with the land type Island, not necessarily lands named Island.
  • Stormtide Leviathan's second ability causes each land on the battlefield to have the land type Island. Each land thus has the ability "{T}: Add {U}." Nothing else changes about those lands, including their names, other subtypes, other abilities, and whether they're legendary or basic.
  • Stormtide Leviathan's third ability affects all creatures with neither flying nor islandwalk, regardless of who controls them. They can't attack any player or planeswalker.
  • Prices

    Seller Price
    Manapool / 1.87 USD 0.26 USD
    Cardkingdom / 5.99 USD 0.99 USD
    Cardmarket / 2.63 EUR 0.62 EUR
    Tcgplayer / 5.01 USD 0.54 USD

    Legalities

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

    Text

    Islandwalk (This creature can't be blocked as long as defending player controls an Island.) All lands are Islands in addition to their other types. Creatures without flying or islandwalk can't attack.