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"Find me cards equivalent to: Strength-Testing Hammer"

Cards equivalent to Strength-Testing Hammer (artifact, colorless, equipment, combat-based power boost, possible card draw):
1. Rogue's Gloves — Equip{2}, whenever equipped creature deals combat damage to a player, you may draw a card.

Reason: Card draw on combat, artifact equipment.
2. Infiltration Lens — Equip{1}, whenever equipped creature becomes blocked, you may draw two cards.

Reason: Equipment, card advantage in combat.
3. Shuko — Equip{0}, quick re-equip for combat tricks, though no card draw.

Reason: Cheap power boost, equipment, still colorless.
4. Loxodon Warhammer — Equip{3}, +3/+0, trample, lifelink.

Reason: Consistent power boost, equipment, colorless, but no draw.

Explanation: Few equipment offer random power boosts & draw. Most similar focus on combat-triggered card draw (like Rogue's Gloves) or continuous power boost. All above are colorless artifact equipment.

Found Cards

5 Results

Infiltration Lens

Loxodon Warhammer

Rogue's Gloves

Shuko

Strength-Testing Hammer

Infiltration Lens #167 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 the equipped creature becomes blocked by multiple creatures, Infiltration Lens’s ability triggers that many times.
  • Prices

    Seller Price
    Manapool / 5.94 USD 1.45 USD
    Tcgplayer / 6.72 USD 1.75 USD
    Cardkingdom 2.99 USD / 8.99 USD
    Cardmarket 1.04 EUR / 3.04 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 equipped creature becomes blocked by a creature, you may draw two cards. Equip

    Loxodon Warhammer #135 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 2.49 USD
    Tcgplayer 2.73 USD
    Cardmarket 0.4 EUR
    Manapool 1.5 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 +3/+0 and has trample and lifelink. Equip

    Rogue's Gloves #479 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

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.02 EUR 0.31 EUR
    Cardkingdom 0.69 USD
    Manapool 0.21 USD
    Tcgplayer 0.36 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 equipped creature deals combat damage to a player, you may draw a card. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Shuko #159 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

  • You may activate this card’s equip ability targeting the creature that it is currently attached to, even if it’s the only creature you control. Since the equip ability costs zero, you can do this as many times as you like during your main phases, though it generally won’t do anything.
  • Prices

    Seller Price
    Manapool / 18.91 USD 0.54 USD
    Cardmarket / 20.41 EUR 1.12 EUR
    Tcgplayer / 59.99 USD 1.61 USD
    Cardkingdom 1.79 USD / 44.99 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/+0. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Strength-Testing Hammer #479 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

  • Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.
  • If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.
  • If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.
  • Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.
  • Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.
  • Prices

    Seller Price
    Cardmarket 9.8 EUR
    Cardkingdom 17.99 USD
    Tcgplayer 12.41 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 equipped creature attacks, roll a six-sided die. That creature gets +X/+0 until end of turn, where X is the result. Then if it has the greatest power or is tied for greatest power among creatures on the battlefield, draw a card. Equip