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"Find me cards equivalent to: Storm-Charged Slasher"

Here are cards similar to Storm-Charged Slasher (all are red Werewolves that boost your creatures or have Nightbound mechanics):
1. Arlinn, the Pack’s Hope // Arlinn, the Moon’s Fury — Is red, is a werewolf, provides haste and pump with Nightbound.
2. Kessig Naturalist // Lord of the Ulvenwald — Is R/G, pumps team at night, has Nightbound.
3. Tovolar, Dire Overlord // Tovolar, The Midnight Scourge — Is R/G, is a werewolf, supports werewolves with Nightbound.
4. Lambholt Harrier — Is red, is a werewolf, doesn’t pump but is a red werewolf for tribal use.
5. Ill-Tempered Loner // Howlpack Avenger — Is red, has Nightbound, grants bonus effects at night.


Reason: These cards are red, are Werewolves, and interact with Nightbound, pump, or haste—matching the function or mechanical theme of Storm-Charged Slasher.

Found Cards

3 Results

Ill-Tempered Loner

Kessig Naturalist

Lambholt Harrier

Ill-Tempered Loner (Ill-Tempered Loner // Howlpack Avenger) #162s Creature — Human Werewolf

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Werewolf
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • If the damage causes this creature to die before the triggered ability resolves, use last known information to determine whether or not this creature had abilities such as deathtouch and lifelink. If it did, those abilities will apply to the damage
  • The triggered ability on each face still works even if that damage causes this creature to die.
  • Prices

    Seller Price
    Cardmarket 1.28 EUR
    Tcgplayer 1.39 USD

    Legalities

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

    Text

    Whenever this creature is dealt damage, it deals that much damage to any target. : This creature gets +2/+0 until end of turn. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

    Howlpack Avenger (Ill-Tempered Loner // Howlpack Avenger) #162s Creature — Werewolf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Werewolf
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • If the damage causes this creature to die before the triggered ability resolves, use last known information to determine whether or not this creature had abilities such as deathtouch and lifelink. If it did, those abilities will apply to the damage
  • The triggered ability on each face still works even if that damage causes this creature to die.
  • Prices

    Seller Price
    Manapool 1.29 USD
    Tcgplayer 1.39 USD
    Cardmarket 1.28 EUR

    Legalities

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

    Text

    Whenever a permanent you control is dealt damage, this creature deals that much damage to any target. : This creature gets +2/+0 until end of turn. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

    Kessig Naturalist (Kessig Naturalist // Lord of the Ulvenwald) #231 Creature — Human Werewolf

    Info

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

    Abilities/Keywords

    Transform

    Rules

  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD / 0.32 USD
    Cardmarket / 0.23 EUR 0.26 EUR

    Legalities

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

    Text

    Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

    Lord of the Ulvenwald (Kessig Naturalist // Lord of the Ulvenwald) #231 Creature — Werewolf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Werewolf
  • Languages:
    Layout:
    Transform
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Transform

    Rules

  • Before a player untaps their permanents during the untap step, the game checks to see if the day/night designation should change.
  • Day and night are designations that the game itself can have. The game starts as neither. Once the game becomes day (or less commonly, night), the game will be exactly one of them—day or night—going back and forth for the rest of the game.
  • Double-faced permanents with daybound transform to their nightbound faces as it becomes night. Similarly, double-faced permanents with nightbound transform to their daybound faces as it becomes day. This happens immediately and is not a state-based action. It happens any time it becomes day or night, not just during the untap step.
  • If it is day, and the active player of the previous turn cast no spells during their turn, it becomes night.
  • If it is night, and the active player of the previous turn cast two or more spells during their turn, it becomes day.
  • If it is night, permanents with daybound that enter the battlefield without being cast will enter with their nightbound faces up.
  • If it's neither day nor night, and a creature with daybound and a creature with nightbound somehow appear on the battlefield at the same time, it becomes day. The creature with nightbound will transform.
  • If you cast a spell with daybound during night, that spell will be front face up (that is, daybound face up) on the stack. However, it will enter the battlefield with its back face up (that is, with its nightbound face up). It won't enter with its daybound face up and then transform.
  • Permanents with daybound and nightbound can't transform via any means other than their daybound and nightbound abilities. Notably, older cards such as Moonmist that instruct a player to transform permanents don't affect permanents with daybound or nightbound.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.23 EUR 0.26 EUR
    Tcgplayer 0.25 USD / 0.32 USD
    Manapool / 0.19 USD 0.15 USD

    Legalities

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

    Text

    Other Wolves and Werewolves you control get +1/+1. Whenever this creature attacks, add or . Until end of turn, you don't lose this mana as steps and phases end. Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

    Lambholt Harrier #145 Creature — Wolf

    Info

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

    Rules

  • Lambholt Harrier's ability must be activated before blockers are declared to have any effect. Activating it after a creature has been declared as a blocker will not remove that creature from combat.
  • Prices

    Seller Price
    Tcgplayer 0.15 USD / 0.31 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.03 EUR / 0.18 EUR
    Manapool / 0.15 USD 0.15 USD

    Legalities

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

    Text

    : Target creature can't block this turn.