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"Find me cards equivalent to: Squirrel-Powered Scheme"

Squirrel-Powered Scheme is a black enchantment that modifies die rolls. There are very few black enchantments with similar die roll interaction. Closest equivalents (matching type and effect) are:

  • Krark's Other Thumb (artifact; modifies dice rolls, not black and not enchantment)
  • Barbarian Class (enchantment, red; instead increases dice roll results)
  • Vexing Puzzlebox (artifact; related to dice, not enchantment)
  • Wyll, Blade of Frontiers (creature, red; affects dice rolls)

None are black enchantments like Squirrel-Powered Scheme. There is no direct black enchantment equivalent, but Barbarian Class is the closest enchantment (but is red), and Krark's Other Thumb is a general die roll effect. Black typically doesn't interact positively with dice rolling.

Found Cards

5 Results

Barbarian Class

Krark's Other Thumb

Squirrel-Powered Scheme

Vexing Puzzlebox

Wyll, Blade of Frontiers

Barbarian Class #131 Enchantment — Class

Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.31 USD
    Cardmarket 0.25 EUR / 0.38 EUR
    Cardkingdom / 1.49 USD 0.69 USD
    Tcgplayer / 0.54 USD 0.38 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. : Level 2 Whenever you roll one or more dice, target creature you control gets +2/+0 and gains menace until end of turn. : Level 3 Creatures you control have haste.

    Krark's Other Thumb #151 Legendary Artifact

    Info

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

    Rules

  • If the die roll includes a physical component, such as Ol’ Buzzbark caring where the dice land, roll two dice for each one you would roll. You may need to use colored dice to keep each pair of dice clear so you can ignore one roll from each pair.
  • If you are instructed to roll multiple dice, roll two for each one and choose which one counts.
  • Krark’s Other Thumb applies to rerolls as well.
  • Krark’s Other Thumb works with any die you’re instructed or allowed to roll.
  • The ignored roll never happened as far as any other effect is concerned. For example, an ability that triggers “whenever you roll a die” won’t trigger for the ignored roll.
  • Prices

    Seller Price
    Tcgplayer / 12.96 USD 0.36 USD
    Cardmarket / 6.96 EUR 0.27 EUR
    Cardkingdom 0.35 USD / 13.99 USD
    Manapool 0.26 USD / 12.52 USD

    Legalities

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

    Text

    If you would roll a die, instead roll two of those dice and ignore one of those results.

    Squirrel-Powered Scheme #70 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 1.99 USD 0.35 USD
    Manapool 0.15 USD / 3.08 USD
    Cardmarket / 1.81 EUR 0.21 EUR
    Tcgplayer / 3.09 USD 0.22 USD

    Legalities

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

    Text

    Increase the result of each die you roll by 2.

    Vexing Puzzlebox #343 Artifact

    Info

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

    Rules

  • Even though it includes rolling a die, Vexing Puzzlebox's second ability is a mana ability. It does not use the stack and cannot be responded to.
  • If an effect instructs you to roll more than one die and ignore one or more of them, the result is only what wasn't ignored.
  • If an effect instructs you to roll one or more dice and add some number to that roll, the result is the total after adding that number.
  • In a game of Planechase, the result of rolling the planar die is not a number and does not cause Vexing Puzzlebox's first ability to put charge counters on it.
  • Prices

    Seller Price
    Manapool 8.3 USD / 9.06 USD
    Cardkingdom / 12.99 USD 10.99 USD
    Cardmarket / 7.86 EUR 7.47 EUR
    Tcgplayer 8.9 USD / 10.46 USD

    Legalities

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

    Text

    Whenever you roll one or more dice, put a number of charge counters on this artifact equal to the result. : Add one mana of any color. Roll a d20. , Remove 100 charge counters from this artifact: Search your library for an artifact card, put that card onto the battlefield, thenshuffle

    Wyll, Blade of Frontiers #208s Legendary Creature — Human Warlock

    Info

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

    Abilities/Keywords

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won't usually be a creature anyway).
  • You can choose two commanders that are the same color or colors.
  • Prices

    Seller Price
    Cardmarket 1.74 EUR
    Tcgplayer 7.48 USD
    Manapool 3.33 USD
    Cardkingdom 4.49 USD

    Legalities

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

    Text

    If you would roll one or more dice, instead roll that many dice plus one and ignore the lowest roll. Whenever you roll one or more dice, put a +1/+1counteron Wyll. Choose a Background (You can have a Background as a second commander.)