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6 Cards Found

AI 🤖 Find me cards equivalent to: Razorfield Ripper

Equivalent cards to Razorfield Ripper (a white creature that can pump itself for mana) include:

  • Steelclad Spirit (blue, but similar in cost and stats)
  • Pale Recluse (white, mana cost and vigilance)
  • Ballynock Trapper (white, can tap creatures for mana)
  • Ainok Bond-Kin (white, has outlast ability to grow)

None do exactly the same as Razorfield Ripper (pump for colorless mana), but these are the closest white creatures with similar stats or abilities. Steadfast Sentry is another 3/2 vigilant for 3 mana.

Results:

Ainok Bond-Kin #78 Creature — Dog Soldier

Info

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

    Abilities/Keywords

    Outlast

    Rules

  • Several creatures with outlast also grant an ability to creatures you control with +1/+1 counters on them, including themselves. These counters could come from an outlast ability, but any +1/+1 counter on the creature will count.
  • The cost to activate a creature's outlast ability includes the tap symbol ({T}). A creature's outlast ability can't be activated unless that creature has been under your control continuously since the beginning of your turn.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD
    Cardmarket 0.11 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.19 USD
    Manapool 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

    Outlast (, : Put a +1/+1counteron this creature. Outlast only as a sorcery.) Each creature you control with a +1/+1counteron it has first strike.

    Ballynock Trapper #2 Creature — Kithkin Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Kithkin
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.4 USD
    Cardmarket 0.18 EUR / 0.49 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD
    Manapool 0.15 USD / 0.43 USD

    Legalities

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

    Text

    : Tap target creature. Whenever you cast a white spell, you may untap this creature.

    Pale Recluse #91 Creature — Spider

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Spider
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cycling Reach

    Rules

  • A landcycling ability lets you search for any card in your library with the stated land type. It doesn’t have to be a basic land.
  • Landcycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being landcycled. Any ability that stops a cycling ability from being activated also stops a landcycling ability from being activated.
  • Unlike the normal cycling ability, landcycling doesn’t allow you to draw a card. Instead, it lets you search your library for a land card of the specified land type, reveal it, put it into your hand, then shuffle your library.
  • You can choose to find any card with the appropriate land type, including nonbasic lands. You can also choose not to find a card, even if there is a land card with the appropriate type in your library.
  • You may only activate one landcycling ability at a time. You must specify which landcycling ability you are activating as you cycle this card, not as the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 0.41 USD
    Cardmarket 0.16 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.46 USD
    Manapool 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

    Reach (This creature can block creatures with flying.) Forestcycling , plainscycling (,Discardthis card: Search your library for a Forest or Plains card, reveal it, put it into your hand, thenshuffle)

    Razorfield Ripper #94 Artifact Creature — Equipment Rhino

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Rhino
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    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 Razorfield Ripper, then use reconfigure to unattach Razorfield Ripper after combat, Razorfield Ripper 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.
  • 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 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 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 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 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.)
  • 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.
  • 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.
  • The value of X is calculated only once, as Razorfield Ripper's triggered ability resolves.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD
    Cardmarket 0.16 EUR
    Cardkingdom 0.49 USD
    Manapool 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

    Whenever this creature or equipped creature attacks, you get (an energy counter), then it gets +X/+X until end of turn, where X is the amount of you have. Reconfigure—Pay or . (Pay or : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Steadfast Sentry #40 Creature — Human Soldier

    Info

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

    Abilities/Keywords

    Vigilance

    Rules

  • If another creature is dealt lethal damage at the same time as Steadfast Sentry, Steadfast Sentry's triggered ability can't put a +1/+1 counter on the other creature in time to save it.
  • Prices

    Seller Price
    Tcgplayer 0.03 USD / 0.25 USD
    Cardmarket 0.02 EUR / 0.13 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD
    Manapool 0.15 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

    Vigilance (Attacking doesn't cause this creature to tap.) When this creature dies, put a +1/+1counteron target creature you control.

    Steelclad Spirit #347 Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.18 USD
    Cardmarket 0.07 EUR / 0.1 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.05 USD
    Manapool 0.15 USD / 0.36 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 an enchantment you control enters, this creature can attack this turn as though it didn't have defender.

    Ainok Bond-Kin Creature — Dog Soldier Normal - ~$0.18

    Ballynock Trapper Creature — Kithkin Soldier Normal - ~$0.3

    Pale Recluse Creature — Spider Normal - ~$0.31

    Razorfield Ripper Artifact Creature — Equipment Rhino Normal - ~$0.23

    Steadfast Sentry Creature — Human Soldier Normal - ~$0.21

    Steelclad Spirit Creature — Spirit Normal - ~$0.22

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