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"Find me cards equivalent to: Thorn Lieutenant"

Equivalent cards to Thorn Lieutenant (green, creature, with protection or token creation when targeted) include:

  • Gyre Sage (not quite the same, but is a green Elf that gets bigger)
  • Quirion Ranger (green Elf, but with a different ability)
  • Druid's Call (enchantment makes tokens when damage dealt, not targeting)

Closest functional equivalents:

  • Destiny Spinner (green and gets better when targeted, but does not make tokens)
  • Trollbred Guardian (green, can pump itself, but doesn't make tokens)
  • Rebuff the Wicked (does not make tokens, white spell)
  • Imara, Tandris (green, creates tokens, but not when targeted)

No exact match, but Thorn Lieutenant is the only green Elf that makes a token when targeted by an opponent and can pump itself. Most similar is Oran-Rief Ooze for token or counter synergy, but not the same effect.


Reason: Green usually gets token creation with other conditions, not as a protection trigger like Thorn Lieutenant.

Found Cards

8 Results

Destiny Spinner

Druid's Call

Gyre Sage

Oran-Rief Ooze

Quirion Ranger

Rebuff the Wicked

Thorn Lieutenant

Trollbred Guardian

Destiny Spinner #168 Enchantment Creature — Human

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 2/3
Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Human
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A spell or ability that counters spells can still target spells that can't be countered. When that spell or ability resolves, the uncounterable spell won't be countered, but any additional effects of the countering spell or ability will still happen.
  • Destiny Spinner's activated ability doesn't untap the land that becomes a creature.
  • Destiny Spinner's first ability applies only while it's on the battlefield. While it's a spell, it can be countered.
  • If you activate Destiny Spinner's ability more than once in a turn, the value of X may be different each time. If you choose the same land as the target more than once, the most recent effect (and most recent value of X) applies.
  • If you control no enchantments at the time Destiny Spinner's activated ability resolves, the land becomes a 0/0 creature and is put into its owner's graveyard unless another effect is raising its toughness.
  • The value of X is determined only as Destiny Spinner's activated ability resolves. Once that happens, the creature's base power and toughness won't change later in the turn even if the number of enchantments you control changes.
  • Prices

    Seller Price
    Cardkingdom / 5.99 USD 2.29 USD
    Manapool / 3.69 USD 0.66 USD
    Cardmarket / 2.59 EUR 0.7 EUR
    Tcgplayer 1.28 USD / 4.07 USD

    Legalities

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

    Text

    Creature and enchantment spells you control can't be countered. : Target land you control becomes an X/X Elemental creature with trample and haste until end of turn, where X is the number of enchantments you control. It's still a land.

    Druid's Call #239 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 3.99 USD / 27.99 USD
    Tcgplayer 3.86 USD / 21.16 USD
    Cardmarket / 8.43 EUR 1.7 EUR
    Manapool 2.52 USD / 11.19 USD

    Legalities

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

    Text

    Enchant creature Whenever enchanted creature is dealt damage, its controller creates that many 1/1 green Squirrel creature tokens.

    Gyre Sage #112 Creature — Elf Druid

    Info

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

    Abilities/Keywords

    Evolve

    Rules

  • Gyre Sage's last ability is a mana ability. It doesn't use the stack and can't be responded to.
  • If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
  • If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
  • If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
  • When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve.
  • When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
  • Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all.
  • Prices

    Seller Price
    Manapool 1.85 USD
    Cardkingdom 3.49 USD
    Tcgplayer 2.53 USD
    Cardmarket 2.14 EUR

    Legalities

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

    Text

    Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1counteron this creature.) : Add for each +1/+1counteron this creature.

    Oran-Rief Ooze #198p Creature — Ooze

    Info

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

    Rules

  • Oran-Rief Ooze can be the target of its own first ability.
  • The group of creatures that receive a +1/+1 counter from Oran-Rief Ooze's second ability is determined only as the ability resolves. Other abilities that trigger on attacking (such as that of Paired Tactician) may add counters to creatures before that ability resolves.
  • Prices

    Seller Price
    Tcgplayer / 0.74 USD 0.47 USD
    Cardkingdom / 1.49 USD 1.79 USD
    Cardmarket 0.3 EUR / 0.37 EUR
    Manapool 0.21 USD / 0.76 USD

    Legalities

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

    Text

    When this creature enters, put a +1/+1counteron target creature you control. Whenever this creature attacks, put a +1/+1counteron each attacking creature with a +1/+1counteron it.

    Quirion Ranger #117 Creature — Elf Ranger

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Ranger
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Returning the Forest you control to its owner's hand is the cost to activate the ability. Once you activate the ability, no one can try to do anything to the Forest to stop you from activating the ability.
  • You can target any creature with Quirion Ranger's ability, not just a tapped creature.
  • You may return any land you control with the subtype Forest. It doesn't have to be one named Forest.
  • Prices

    Seller Price
    Cardmarket 2.79 EUR
    Tcgplayer 2.81 USD
    Cardkingdom 3.49 USD
    Manapool 1.41 USD

    Legalities

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

    Text

    Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.

    Rebuff the Wicked #35 Instant

    Info

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

    Rules

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

    Seller Price
    Manapool 5.59 USD / 17.21 USD
    Tcgplayer 6.95 USD / 22.42 USD
    Cardmarket 3.67 EUR / 10.57 EUR
    Cardkingdom / 24.99 USD 7.49 USD

    Legalities

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

    Text

    Counter target spell that targets a permanent you control.

    Thorn Lieutenant #203p Creature — Elf Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Thorn Lieutenant's triggered ability resolves before the spell or ability that caused it to trigger. It resolves even if that spell or ability is countered.
  • Prices

    Seller Price
    Cardmarket 0.46 EUR / 0.92 EUR
    Cardkingdom 0.49 USD / 2.99 USD
    Manapool 0.17 USD / 0.78 USD
    Tcgplayer / 1.36 USD 0.44 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 becomes the target of a spell or ability an opponent controls, create a 1/1 green Elf Warrior creature token. : This creature gets +4/+4 until end of turn.

    Trollbred Guardian #148 Creature — Troll Frog Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Troll
  • Frog
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt

    Rules

  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won’t put any +1/+1 counters on it.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD / 1.41 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.14 EUR / 0.39 EUR
    Manapool 0.15 USD / 0.93 USD

    Legalities

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

    Text

    : Adapt 2. (If this creature has no +1/+1 counters on it, put two +1/+1 counters on it.) Each creature you control with a +1/+1counteron it has trample.