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"Find me cards equivalent to: Rushwood Elemental"

Cards similar to Rushwood Elemental (Green, Creature — Elemental, Trample, +1/+1 counter at upkeep):
1. Forgotten Ancient — Green, gets a +1/+1 counter whenever a player casts a spell.
2. Verdant Confluence (creates Elementals with trample and +1/+1 counters, but not an upkeep trigger).
3. Scute Mob — Gets +1/+1 counters at upkeep if you control 5+ lands.
4. Oran-Rief Hydra — Gets +1/+1 counters when lands enter battlefield (not upkeep).

Closest is Forgotten Ancient and Scute Mob.

Reason:
Both are green creatures that accumulate +1/+1 counters over time, though trigger conditions differ.

Found Cards

5 Results

Forgotten Ancient

Oran-Rief Hydra

Rushwood Elemental

Scute Mob

Verdant Confluence

Forgotten Ancient #267 Creature — Elemental

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 0/3
Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Forgotten Ancient's first ability will resolve before the spell that caused it to trigger. Putting a +1/+1 counter on Forgotten Ancient is optional.
  • Forgotten Ancient's last ability doesn't target any creatures. You choose how many +1/+1 counters will be moved (and onto which creatures) as the ability resolves. Notably, once the ability starts resolving and you make these choices, no player may take actions until the ability has finished resolving.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD
    Tcgplayer 0.34 USD
    Manapool 0.2 USD
    Cardmarket 0.32 EUR

    Legalities

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

    Text

    Whenever a player casts a spell, you may put a +1/+1counteron this creature. At the beginning of your upkeep, you may move any number of +1/+1 counters from this creature onto other creatures.

    Oran-Rief Hydra #181 Creature — Hydra

    Info

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

    Abilities/Keywords

    Trample

    Rules

  • 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
    Cardmarket 0.78 EUR / 1.04 EUR
    Cardkingdom 0.79 USD
    Manapool 0.62 USD
    Tcgplayer 1.19 USD

    Legalities

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

    Text

    Trample Landfall — Whenever a land you control enters, put a +1/+1counteron this creature. If that land is a Forest, put two +1/+1 counters on this creature instead.

    Rushwood Elemental #264 Creature — Elemental

    Info

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

    Abilities/Keywords

    Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.98 USD / 15.38 USD
    Cardkingdom 0.79 USD / 16.99 USD
    Cardmarket 0.51 EUR / 13.23 EUR
    Manapool / 6.18 USD 0.46 USD

    Legalities

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

    Text

    Trample At the beginning of your upkeep, you may put a +1/+1counteron this creature.

    Scute Mob #161 Creature — Insect

    Info

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

    Rules

  • Scute Mob’s ability has an “intervening ‘if’ clause.” That means (1) the ability won’t trigger at all unless you control five or more lands as your upkeep starts, and (2) the ability will do nothing if you control fewer than five lands by the time it resolves.
  • Prices

    Seller Price
    Tcgplayer 0.7 USD
    Cardkingdom 1.29 USD
    Manapool 0.28 USD
    Cardmarket / 0.1 EUR 0.57 EUR

    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 your upkeep, if you control five or more lands, put four +1/+1 counters on this creature.

    Verdant Confluence #575 Sorcery

    Info

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

    Rules

  • If a Confluence is copied, the effect that creates the copy will usually allow you to choose new targets, but you can't choose new modes.
  • If a mode requires a target, you can select that mode only if there's a legal target available. Ignore the targeting requirements for modes you don't choose. Each time you select that mode, you can choose a different target, or you can choose the same target.
  • If all targets for the chosen modes become illegal before the Confluence resolves, the spell won't resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • No matter which combination of modes you choose, you always follow the instructions of a Confluence in the order they are written. If the same mode is chosen more than once, you choose their relative order as you cast the spell.
  • No player can cast spells or activate abilities in between the modes of a resolving spell.
  • You choose the modes as you cast the spell. Once modes are chosen, they can't be changed.
  • A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
  • Prices

    Seller Price
    Tcgplayer 0.49 USD
    Manapool / 0.25 USD 0.25 USD
    Cardmarket 0.54 EUR
    Cardkingdom 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

    Choose three. You may choose the same mode more than once. • Put two +1/+1 counters on target creature. • Return target permanent card from your graveyard to your hand. • Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle