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AI 🤖 Find me cards equivalent to: Storm Fleet Swashbuckler

Equivalent cards to Storm Fleet Swashbuckler (blue, with Ascend and unblockable capability) are:
1. Merfolk Windrobber – Also a 1/1 blue Pirate with evasion.
2. Spectral Sailor – 1/1 blue Pirate with flash and flying (evasion and similar size).
3. Siren Stormtamer – 1/1 blue Pirate, flying and utility.


Reason:
They are blue creatures with similar power level, some form of evasion or utility, and often Pirate synergy. No exact Ascend replacement, as it's a unique ability.

Results:

Merfolk Windrobber #70 Creature — Merfolk Rogue

Info

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

    Abilities/Keywords

    Flying Mill

    Rules

  • An ability that offers a bonus if an opponent has eight or more cards in their graveyard won’t provide additional benefits if more than one opponent has eight or more cards in their graveyard. There are also no additional benefits no matter how many cards are in an opponent’s graveyard, as long as there are at least eight.
  • In a multiplayer game, once an opponent leaves the game, they won’t be considered for such an effect, no matter how many cards they had in their graveyard before leaving the game.
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.13 USD
    Cardmarket 0.14 EUR / 0.23 EUR
    Cardsphere 0.19 USD

    Legalities

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

    Text

    Flying Whenever this creature deals combat damage to a player, that player mills a card. (They put the top card of their library into their graveyard.) Sacrifice this creature: Draw a card. Activate only if an opponent has eight or more cards in their graveyard.

    Siren Stormtamer #96 Creature — Siren Pirate Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Siren
  • Pirate
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If the creature you control targeted by the target spell or ability leaves the battlefield, that spell or ability is no longer a legal target for Siren Stormtamer's ability. On the other hand, if that targeted creature becomes an illegal target for the target spell but remains on the battlefield under your control, the target spell or ability is still a legal target for Siren Stormtamer's ability.
  • Siren Stormtamer's activated ability can target a spell or ability that has multiple targets, as long as at least one of those targets is you or a creature you control.
  • Prices

    Seller Price
    Tcgplayer 0.3 USD / 1.11 USD
    Cardmarket 0.36 EUR / 0.91 EUR
    Cardkingdom 0.79 USD / 1.99 USD
    Cardsphere 0.34 USD

    Legalities

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

    Text

    Flying ,Sacrificethis creature:Countertarget spell or ability that targets you or a creature you control.

    Spectral Sailor #114 Creature — Spirit Pirate

    Info

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

    Abilities/Keywords

    Flash Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.12 USD
    Cardmarket 0.16 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.22 USD

    Legalities

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

    Text

    Flash (You may cast this spell any time you could cast an instant.) Flying : Draw a card.

    Storm Fleet Swashbuckler #117 Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If Storm Fleet Swashbuckler gains double strike after it has dealt regular combat damage, it won't go back and deal first-strike combat damage. On the other hand, if it gains first strike somehow and then it gains double strike after dealing first-strike combat damage, it will also deal regular combat damage.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.37 USD
    Cardmarket 0.08 EUR / 0.25 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.2 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) This creature has double strike as long as you have the city's blessing.

    Merfolk Windrobber Creature — Merfolk Rogue Normal - ~$0.15

    Siren Stormtamer Creature — Siren Pirate Wizard Normal - ~$0.83

    Spectral Sailor Creature — Spirit Pirate Normal - ~$0.21

    Storm Fleet Swashbuckler Creature — Human Pirate Normal - ~$0.26

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