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5 Cards Found

AI 🤖 Find me cards equivalent to: Sagu Wildling

Equivalent cards to Sagu Wildslinger (green, creature, that can tap to tap another creature) include:
1. Dryad Sophisticate (green, has similar stats and is a 2-drop, but lacks the tap ability)
2. Immovable Rod (green artifact from Wilds of Eldraine, taps to tap a creature, but isn't a creature itself)
3. Wistful Selkie (green-blue, not mono-green, but a similar low-cost green creature)


Reason: Very few mono-green creatures tap to tap another creature, but Somberwald Sage (mana, not tapping) and Thornweald Archer (reach, deathtouch) have useful tap-related combat effects. There is no direct mono-green equivalent to Sagu Wildslinger, but these are the closest in design space.

Results:

Dryad Sophisticate #83 Creature — Dryad

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Dryad
  • Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Landwalk

    Rules

  • "Nonbasic landwalk" means "This creature can't be blocked as long as defending player controls a nonbasic land." A nonbasic land is any land that lacks the basic supertype, whether or not it has a basic land type (such as Island).
  • Prices

    Seller Price
    Tcgplayer 0.26 USD / 4.05 USD
    Cardmarket 0.2 EUR / 0.86 EUR
    Cardsphere 0.28 USD

    Legalities

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

    Text

    Nonbasic landwalk (This creature can't be blocked as long as defending player controls a nonbasic land.)

    Immovable Rod #276 Artifact

    Info

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

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If a creature has a characteristic-defining ability that sets its power and/or toughness loses that ability, the power and/or toughness (as appropriate) become 0.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • If you target an Aura with Immovable Rod's last ability, it will lose its enchant ability and be put into its owner's graveyard because it can't legally enchant anything. An Equipment that loses its abilities loses its equip ability, so you won't be able to move it that way, but it will stay attached to the creature it's equipping, if any.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • Some abilities still work even if they have been removed. Specifically, static abilities that change an object's types or change an object's colors will still apply even if those abilities are lost.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Tcgplayer 0.41 USD
    Cardmarket 0.42 EUR / 0.3 EUR
    Cardkingdom 0.59 USD
    Cardsphere 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

    You may choose not to untap this artifact during your untap step. Whenever this artifact becomes untapped, venture into the dungeon. , : For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.

    Somberwald Sage #55 Creature — Human Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Mana produced by Somberwald Sage can be spent on any part of a creature spell's total cost. This includes additional costs (such as kicker) and alternative costs (such as evoke costs).
  • Mana produced by Somberwald Sage can't be spent on activated abilities, even ones that put a creature card directly onto the battlefield, such as unearth or ninjutsu.
  • Mana produced by Somberwald Sage can't be spent on noncreature spells that would put creature tokens onto the battlefield.
  • 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

    : Add three mana of any one color. Spend this mana only to cast creature spells.

    Thornweald Archer #240 Creature — Elf Archer

    Info

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

    Abilities/Keywords

    Deathtouch Reach

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 1.29 USD
    Cardmarket 0.19 EUR / 0.28 EUR
    Cardkingdom 0.35 USD / 1.49 USD
    Cardsphere 0.21 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.) Deathtouch (Any amount of damage this deals to a creature is enough todestroyit.)

    Wistful Selkie #165 Creature — Merfolk Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.23 USD / 1.89 USD
    Cardmarket 0.3 EUR / 0.95 EUR
    Cardkingdom 0.35 USD / 2.49 USD
    Cardsphere 0.3 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 creature enters, draw a card.

    Dryad Sophisticate Creature — Dryad Normal - ~$1.13

    Immovable Rod Artifact Normal - ~$0.44

    Somberwald Sage Creature — Human Druid Normal

    Thornweald Archer Creature — Elf Archer Normal - ~$0.56

    Wistful Selkie Creature — Merfolk Wizard Normal - ~$0.93

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