cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Ranger Class"

Equivalent cards to Ranger Class (Green, Enchantment — Class, value over time & token creation):
1. Druid Class — Green, Enchantment — Class, ramps lands and gains life.
2. Barbarian Class — Red, but same class type, care if multi-color.
3. Beast Master Ascension — Green, builds up when creatures attack, but not a Class.
4. Vivien, Monsters' Advocate — Green, lets you cast creatures from your library.
5. Garruk's Uprising — Green, makes tokens matter, draws cards.

Closest actual Class:

  • Druid Class (ramp/life, green, enchantment — class)

None exactly replaces all functions, but “Druid Class” and “Vivien, Monsters’ Advocate” come closest in green.

Found Cards

5 Results

Barbarian Class

Druid Class

Garruk's Uprising

Ranger Class

Vivien, Monsters' Advocate

Barbarian Class #131 Enchantment — Class

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 1
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Cardmarket 0.14 EUR / 0.49 EUR
    Cardkingdom 0.69 USD / 1.49 USD
    Tcgplayer 0.38 USD / 0.45 USD
    Manapool 0.17 USD / 0.41 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 Creatures you control have haste.

    Druid Class #180 Enchantment — Class

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • For the third ability, the power and toughness of the creature will change as the number of lands you control changes.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If you have more than one Druid Class at level 2 or higher, you can play that many additional lands per turn. For example, with two Druid Classes at level 2, you can play three lands during your turn.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer 1.91 USD / 3.01 USD
    Manapool / 3.38 USD 2.01 USD
    Cardkingdom 3.99 USD / 4.49 USD
    Cardmarket / 3.33 EUR 2.15 EUR

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) Landfall — Whenever a land you control enters, you gain 1 life. : Level 2 You may play an additional land on each of your turns. : Level 3 When this Class becomes level 3, target land you control becomes a creature with haste and "This creature's power and toughness are each equal to the number of lands you control." It's still a land.

    Garruk's Uprising #109 Enchantment

    Info

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

    Rules

  • If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
  • If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
  • Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
  • The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
  • Prices

    Seller Price
    Tcgplayer 0.39 USD
    Manapool 0.35 USD
    Cardmarket 0.46 EUR
    Cardkingdom 0.99 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 enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

    Ranger Class #202s Enchantment — Class

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If Ranger Class is level 3, you can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
  • Ranger Class doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • The triggered ability Ranger Class gets at level 2 can trigger only once per combat, no matter how many creatures you attack with.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
  • Prices

    Seller Price
    Cardkingdom 4.49 USD
    Manapool 1.57 USD
    Tcgplayer 1.39 USD
    Cardmarket 1.47 EUR

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) When this Class enters, create a 2/2 green Wolf creature token. : Level 2 Whenever you attack, put a +1/+1counteron target attacking creature. : Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.

    Vivien, Monsters' Advocate #175s Legendary Planeswalker — Vivien

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Vivien
  • Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • After activating Vivien's last loyalty ability, the delayed triggered ability it creates will put a creature card onto the battlefield before the creature spell that caused the ability to trigger resolves.
  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.
  • If a card in a player's library has {X} in its mana cost, X is considered to be 0.
  • If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can't look at the next one until you're done paying for that spell.
  • If you cast a mutating creature spell, you must choose a target for it before the triggered ability from Vivien's last ability puts a creature onto the battlefield. The creature you find can't be the target of the mutating creature spell.
  • Normally, Vivien allows you to cast the top card of your library if it's a creature card, it's your main phase, and the stack is empty. If that creature card has flash, you'll be able to cast it any time you could cast an instant, even on an opponent's turn.
  • The top card of your library isn't in your hand, so you can't cycle it, discard it, or activate any of its activated abilities.
  • Vivien lets you look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • You'll still pay all costs for that spell, including additional costs. You may also pay alternative costs such as mutate costs.
  • Prices

    Seller Price
    Cardmarket 5.9 EUR / 6.04 EUR
    Tcgplayer 5.19 USD
    Manapool 4.81 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 look at the top card of your library any time. You may cast creature spells from the top of your library.
    +1 Create a 3/3 green Beast creature token. Put your choice of a vigilance counter, a reach counter, or a tramplecounteron it.
    −2 When you next cast a creature spell this turn, search your library for a creature card with lesser mana value, put it onto the battlefield, thenshuffle