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"Find me cards equivalent to: Sai of the Shinobi"

Similar cards to Sai of the Shinobi (colorless artifact—equipment, free attach or auto-equip effect):
1. Leonin Shikari – lets you equip artifacts at instant speed (needs Lightning Greaves or others).
2. Magnetic Theft – instant attach, but is a spell.
3. Pennon Blade – auto-equips from graveyard (Equip Warrior).
4. Lightning Greaves and Swiftfoot Boots – grant abilities and free/cheap equip.
5. Sword of the Meek – re-attaches itself when a creature enters.
6. Blade of the Sixth Pride – (Not auto-equip, but generic +1/+1).

Exact auto-attach on ETB is rare outside Sai of the Shinobi. Sai of the Shinobi is unique for free attach on ETB.

Found Cards

8 Results

Blade of the Sixth Pride

Leonin Shikari

Lightning Greaves

Magnetic Theft

Pennon Blade

Sai of the Shinobi

Swiftfoot Boots

Sword of the Meek

Blade of the Sixth Pride #9 Creature — Cat Rebel

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 2
Power/Toughness: 3/1
Types:
  • Creature
  • SubTypes:
  • Cat
  • Rebel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.41 USD 0.09 USD
    Manapool / 0.22 USD 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.13 EUR / 0.31 EUR

    Legalities

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

    Text

    Leonin Shikari #6 Creature — Cat Soldier

    Info

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

    Rules

  • An equip ability uses the keyword ability “equip.” Normally, equip abilities can be activated only any time you could cast a sorcery.
  • Leonin Shikari allows you to move your Equipment around during the combat phase or in response to a spell or ability. You’re still subject to any other restrictions on activating equip abilities.
  • Prices

    Seller Price
    Manapool / 30.62 USD 3.45 USD
    Cardkingdom 7.49 USD
    Tcgplayer / 47.24 USD 4.73 USD
    Cardmarket / 11.25 EUR 1.94 EUR

    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 activate equip abilities any time you could cast an instant.

    Lightning Greaves #2558 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 Lightning Greaves to allow two new creatures to attack in the same turn.
  • You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
  • Prices

    Seller Price
    Cardmarket / 16.75 EUR 19.95 EUR
    Cardkingdom 6.99 USD
    Tcgplayer / 7.13 USD 6.87 USD
    Manapool 5.47 USD / 6.06 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 haste and shroud. (It can't be the target of spells or abilities.) Equip

    Magnetic Theft #74 Instant

    Info

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

    Rules

  • Magnetic Theft can cause an Equipment one player controls to be attached to a creature another player controls. The controller of the Equipment can pay the equip cost to move the Equipment to a creature they control (but only any time that player could cast a sorcery).
  • Prices

    Seller Price
    Cardkingdom 6.99 USD / 22.99 USD
    Cardmarket / 6.63 EUR 2.25 EUR
    Tcgplayer 5.68 USD / 21.95 USD
    Manapool / 16.56 USD 3.64 USD

    Legalities

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

    Text

    Attach target Equipment to target creature. (Control of the Equipment doesn't change.)

    Pennon Blade #221 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • As long as you control Pennon Blade, its ability constantly counts the number of creatures you control. It doesn't matter who controls the creature it's equipping (in case an opponent somehow manages to take control of that creature). If you control the creature it's equipping, the bonus will include that creature too.
  • Prices

    Seller Price
    Cardmarket 0.08 EUR / 0.45 EUR
    Cardkingdom / 0.79 USD 0.39 USD
    Manapool / 0.32 USD 0.15 USD
    Tcgplayer / 0.54 USD 0.22 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 gets +1/+1 for each creature you control. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Sai of the Shinobi #113 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If you choose not to attach Sai of the Shinobi to a creature that enters the battlefield, or if you can't (most likely because the creature has left the battlefield by the time the triggered ability resolves), Sai of the Shinobi doesn't move.
  • Prices

    Seller Price
    Manapool 0.23 USD
    Tcgplayer 0.27 USD
    Cardkingdom 0.79 USD
    Cardmarket 0.31 EUR

    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 gets +1/+1. Whenever a creature you control enters, you may attach this Equipment to it. Equip

    Swiftfoot Boots #291 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    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 2.26 EUR
    Manapool 1.64 USD
    Cardkingdom 4.49 USD
    Tcgplayer 1.55 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.)

    Sword of the Meek #165 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • Any creature can be equipped with Sword of the Meek, not just 1/1 creatures.
  • If Sword of the Meek can't be attached to the creature that caused its last ability to trigger, most likely because that creature has left the battlefield, Sword of the Meek returns to the battlefield and remains unattached.
  • If a creature is entering the battlefield under your control, consider static abilities to determine whether its power and toughness are both 1. Spells, activated abilities, and triggered abilities can't be used to raise or lower the creature's power and toughness in time to have the last ability trigger or to stop it from triggering.
  • Once the last ability has triggered, changing the power or toughness of the creature won't stop you from returning Sword of the Meek and attaching it to the creature.
  • Sword of the Meek's last ability triggers only if it's in your graveyard immediately after the 1/1 creature enters the battlefield.
  • Prices

    Seller Price
    Manapool 0.38 USD / 8.28 USD
    Cardkingdom / 12.99 USD 0.99 USD
    Cardmarket 0.44 EUR / 4.95 EUR
    Tcgplayer / 12.9 USD 0.61 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 gets +1/+2. Equip Whenever a 1/1 creature you control enters, you may return this card from your graveyard to the battlefield, then attach it to that creature.