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"Find me cards equivalent to: Roots of Wisdom"

Equivalent cards to Roots of Wisdom (Green, Sorcery, recursion/mill):
1. Grizzly Salvage (G/B): Mill 5, return a creature or land to hand.
2. Swiftfoot Boots (no recursion, not a sorcery, not equivalent—not included).
3. Revive: Return target green card from graveyard to hand—but no mill.
4. Regrowth: Return any card from graveyard to hand—no mill.

Best fit closest to Roots of Wisdom for Green sorcery with graveyard recursion:

  • Revive (returns green card; no mill)
  • Regrowth (returns any; no mill)

Few cards do both mill and specific recursion in mono-green outside Roots of Wisdom; Grizzly Salvage is similar but requires black.

Found Cards

4 Results

Regrowth

Revive

Roots of Wisdom

Swiftfoot Boots

Regrowth #214 Sorcery

Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Return target card from your graveyard to your hand.

    Revive #187 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.43 EUR 0.1 EUR
    Manapool / 0.3 USD 0.15 USD
    Tcgplayer 0.09 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

    Return target green card from your graveyard to your hand.

    Roots of Wisdom #190 Sorcery

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • If there’s a land card or Elf card in your graveyard, you must return one. You can’t choose not to in order to draw a card.
  • Roots of Wisdom doesn’t target any cards in graveyards. You may return a land card or an Elf card that was just milled or one that was already there.
  • Prices

    Seller Price
    Cardmarket 0.09 EUR / 0.1 EUR
    Tcgplayer 0.13 USD / 0.04 USD
    Cardkingdom 0.35 USD / 0.49 USD
    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

    Mill three cards, then return a land card or Elf card from your graveyard to your hand. If you can't, draw a card. (Tomilla card, put the top card of your library into your graveyard.)

    Swiftfoot Boots #317 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Cardmarket 1.87 EUR
    Manapool 2.65 USD
    Tcgplayer 1.91 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 hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.) Equip (: Attach to target creature you control. Equip only as a sorcery.)