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"Find me cards equivalent to: Predatory Advantage"

Equivalent cards to Predatory Advantage (Enchantment, Red-Green, token creation for opponent not playing creatures):
1. Varchild's War-Riders (Red, makes tokens for opponents unless they attacked)
2. Sylvan Offering (Green, makes tokens for each player—less conditional, still creates creatures)
3. Idle Thoughts (Blue, not matching colors—excluded)
4. Fable of Wolf and Owl (Green-Blue, not Red—excluded)
5. Outpost Siege (Red, but makes tokens only in Dragons mode, not on opponent triggers)

Closest are Varchild's War-Riders (for conditional token generation in Red) and Sylvan Offering (Green enchantment generating tokens). However, nothing matches Predatory Advantage exactly for RG and opponents not playing creatures, but these are similar in spirit.

Found Cards

6 Results

Fable of Wolf and Owl

Idle Thoughts

Outpost Siege

Predatory Advantage

Sylvan Offering

Varchild's War-Riders

Fable of Wolf and Owl #150 Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 32.99 USD 4.99 USD
    Tcgplayer 8.92 USD / 31.16 USD
    Cardmarket / 16.14 EUR 2.11 EUR
    Manapool 3.87 USD / 18.82 USD

    Legalities

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

    Text

    Whenever you cast a green spell, you may create a 2/2 green Wolf creature token. Whenever you cast a blue spell, you may create a 1/1 blue Bird creature token with flying.

    Idle Thoughts #23 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
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    Rules

  • You can activate the ability whether or not you have any cards in your hand. However, you’ll draw a card only if your hand is empty when the ability resolves. (This card works differently than the _Tempest_(TM) card Fool’s Tome.)
  • Prices

    Seller Price
    Cardkingdom 0.39 USD / 0.49 USD
    Manapool 0.15 USD / 0.41 USD
    Cardmarket 0.07 EUR / 0.75 EUR
    Tcgplayer 0.12 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

    : Draw a card if you have no cards in hand.

    Outpost Siege #110★ Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
  • If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.
  • If you exile a land card using the "Khans" ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.
  • The card exiled by the "Khans" ability is exiled face up. Playing a card exiled with the "Khans" ability follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.
  • The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
  • Prices

    Seller Price
    Cardmarket 0.33 EUR / 1.82 EUR

    Legalities

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

    Text

    As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

    Predatory Advantage #58 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
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    Rules

  • In a Two-Headed Giant game, Predatory Advantage’s ability triggers twice at the end of the opposing team’s turn: once for each player. If neither of those players cast a creature spell that turn, you’ll get two Lizards. If one of those players cast a creature spell but the other didn’t, you’ll get one Lizard.
  • Predatory Advantage checks whether a player cast a creature spell, not whether a creature entered the battlefield under that player’s control. If that player cast a creature spell but you countered it, for example, you won’t get a Lizard token that turn.
  • Predatory Advantage’s ability has an “intervening ‘if’ clause.” That means (1) the ability won’t trigger at all unless the opponent whose turn it is didn’t cast a creature spell that turn, and (2) the ability will do nothing unless the opponent whose turn it is still hasn’t cast a creature spell by the time it resolves.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.49 USD
    Cardmarket / 0.61 EUR 0.2 EUR
    Manapool 0.2 USD / 0.53 USD
    Tcgplayer 0.34 USD / 1.96 USD

    Legalities

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

    Text

    At the beginning of each opponent's end step, if that player didn't cast a creature spell this turn, create a 2/2 green Lizard creature token.

    Sylvan Offering #1309 Sorcery

    Info

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

  • You choose the opponents for each effect as the spell resolves.
  • You may choose the same opponent for each of the effects, or you may choose different opponents. None of the affected players are targets of the spell.
  • Prices

    Seller Price
    Manapool 0.5 USD
    Cardmarket 0.92 EUR
    Cardkingdom 1.79 USD
    Tcgplayer 1.83 USD

    Legalities

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

    Text

    Choose an opponent. You and that player each create an X/X green Treefolk creature token. Choose an opponent. You and that player each create X 1/1 green Elf Warrior creature tokens.

    Varchild's War-Riders #83 Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rampage Trample

    Rules

  • In a multiplayer game, you can put the Survivor tokens onto the battlefield under the control of different players.
  • The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus.
  • Paying cumulative upkeep is always optional. If it's not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can't be made. For example, if a permanent with "cumulative upkeep {1}" has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.
  • Prices

    Seller Price
    Manapool 5.18 USD
    Cardkingdom 8.49 USD
    Tcgplayer 6.6 USD
    Cardmarket 4.47 EUR

    Legalities

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

    Text

    Cumulative upkeep—Have an opponent create a 1/1 red Survivor creature token. (At the beginning of your upkeep, put an agecounteron this permanent, thensacrificeit unless you pay its upkeep cost for each agecounteron it.) Trample; rampage 1 (Whenever this creature becomes blocked, it gets +1/+1 until end of turn for each creature blocking it beyond the first.)