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"Find me cards equivalent to: Ogre-Head Helm"

Equivalent cards to Ogre-Head Helm (red, artifact/equipment, potential for card draw with sacrifice):
1. Conqueror's Galleon – Red artifact, can draw cards with discard.
2. Masked Bandits – Red hybrid, artifact creature, looting ability (though not equipment).
3. Chariot of Victory – Equipment, red color identity, provides combat bonus (but no card draw).
4. Grafted Wargear – Equipment, colorless (playable in red), grants power and toughness, but no draw.
5. Embercleave – Red equipment, buffs power, has combat upside but no card draw.

None match all Oracle text, but Ogre-Head Helm stands alone as a red, artifact creature, equipment, with a discard/draw effect. Closest for card advantage with equipment and red: Ogre-Head Helm, Conqueror's Galleon, Embercleave.

Found Cards

5 Results

Chariot of Victory

Embercleave

Grafted Wargear

Masked Bandits

Ogre-Head Helm

Chariot of Victory #159 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

  • No entries
  • Prices

    Seller Price
    Cardkingdom 1.49 USD / 12.99 USD
    Cardmarket 0.46 EUR / 2.64 EUR
    Tcgplayer / 4.1 USD 0.55 USD
    Manapool 0.22 USD / 4 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 has first strike, trample, and haste. Equip

    Embercleave #120p Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip Flash

    Rules

  • Embercleave's second ability can't reduce its cost below {R}{R}.
  • Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardkingdom / 17.99 USD 12.99 USD
    Cardmarket / 6.8 EUR 5.5 EUR
    Tcgplayer / 10.41 USD 9.87 USD
    Manapool 10.47 USD / 49.65 USD

    Legalities

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

    Text

    Flash This spell costs less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. 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
    Manapool 0.75 USD / 2.81 USD
    Cardmarket 0.3 EUR / 2.43 EUR
    Tcgplayer / 2.7 USD 0.32 USD
    Cardkingdom / 4.99 USD 0.69 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.)

    Masked Bandits #319 Creature — Raccoon Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Raccoon
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace Vigilance

    Rules

  • If Masked Bandits is removed from exile without being cast, the land will continue to have this ability.
  • You may use the mana ability Masked Bandits grants to the land while casting Masked Bandits from exile.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.05 EUR / 0.03 EUR
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer / 0.17 USD 0.05 USD

    Legalities

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

    Text

    Vigilance Menace (This creature can't be blocked except by two or more creatures.) , Exile this card from your hand: Target land gains ": Add , , or " until this card is cast from exile. You may cast this card for as long as it remains exiled.

    Ogre-Head Helm #470 Artifact Creature — Equipment Ogre

    Info

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

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • If the equipped creature deals combat damage, you may sacrifice the equipped creature, not Ogre-Head Helm.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.49 USD
    Tcgplayer 0.18 USD / 0.22 USD
    Cardmarket / 0.46 EUR 0.25 EUR
    Manapool / 0.15 USD 0.15 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/+2. Whenever this creature or equipped creature deals combat damage to a player, you maysacrificeit. If you do,discardyour hand, then draw three cards. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)