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"Find me cards equivalent to: Shadowmage Infiltrator"

Equivalent cards to Shadowmage Infiltrator (Blue and Black, draws on combat damage, evasive) include:
1. Fallen Shinobi
Blue/Black, deals combat damage, triggers card advantage (casts cards from opponent's deck), and has evasion (Ninjutsu).
2. Sygg, River Cutthroat
Blue/Black, ability based on combat damage, provides card draw if opponent is dealt 3+ damage.
3. Ninja of the Deep Hours
Blue, not exactly UB, but has Ninjutsu and draws cards on combat damage.

All share similar colors and combat damage/card draw triggers like Shadowmage Infiltrator. There is no exact card with the same abilities and colors, but these are close.

Found Cards

4 Results

Fallen Shinobi

Ninja of the Deep Hours

Shadowmage Infiltrator

Sygg, River Cutthroat

Fallen Shinobi #19 Creature — Zombie Ninja

Info

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

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • Any cards you don't cast will remain in exile.
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • Casting an exiled card causes it to leave exile. You can't cast it multiple times.
  • Fallen Shinobi's triggered ability doesn't change when you can play the exiled cards. For example, if a sorcery card is exiled, you can cast it only during your main phase when the stack is empty. If a land card is exiled, you can play it only during your main phase and only if you have an available land play remaining.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step, even if it has first strike.
  • The creature with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu; in other cases, when a creature is put onto the battlefield attacking, that creature's controller chooses which player or planeswalker it's attacking.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • 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

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, that player exiles the top two cards of their library. Until end of turn, you may play those cards without paying their mana costs.

    Ninja of the Deep Hours #21 Creature — Human Ninja

    Info

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

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step in this case, even if it has first strike.
  • The creature put onto the battlefield with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • Prices

    Seller Price
    Cardkingdom 3.49 USD
    Cardmarket 1.58 EUR
    Tcgplayer 2.02 USD
    Manapool 1.82 USD

    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may draw a card.

    Shadowmage Infiltrator #240 aka. Finkel Creature — Human Wizard

    Info

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

    Abilities/Keywords

    Fear

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.19 EUR
    Manapool 0.19 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.7 USD

    Legalities

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

    Text

    Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) Whenever this creature deals combat damage to a player, you may draw a card.

    Sygg, River Cutthroat #176 Legendary Creature — Merfolk Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As the end step begins, Sygg’s ability checks whether a player who is currently your opponent, or a player who was your opponent at the time they left the game, has lost 3 or more life over the course of the turn. If so, the ability will trigger. If not, it won’t.
  • It doesn’t matter how the opponent lost life or who caused it, as long as the total loss of life is 3 or more.
  • Sygg’s ability checks only whether life was lost. It doesn’t care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with — but Sygg’s ability will trigger anyway.
  • Sygg’s ability checks to see if it triggers at the end of every turn. It doesn’t have to be your turn, and it doesn’t have to be the turn of the opponent that lost life.
  • Sygg’s ability will trigger even if Sygg wasn’t on the battlefield at the time some or all of the life was lost.
  • You don’t specify an opponent when the ability triggers. If multiple opponents have lost 3 or more life over the course of the turn, the ability will trigger only once.
  • Prices

    Seller Price
    Cardkingdom / 139.99 USD 11.99 USD
    Cardmarket / 44.66 EUR 7.63 EUR
    Tcgplayer 12.97 USD / 290.19 USD
    Manapool / 165.58 USD 4.68 USD

    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 each end step, if an opponent lost 3 or more life this turn, you may draw a card. (Damage causes loss of life.)