cache exists in db ManaHive.com - #1 Magic The Gathering Card Search Engine, Probably
BETA

10 Cards Found

AI 🤖 Find me cards equivalent to: Tomb of Horrors Adventurer

Equivalent cards to Tomb of Horrors Adventurer (a blue creature that cares about The Initiative and card advantage):

  • Blackblade Reforged (not equivalent; it's colorless and equipment, not blue or creature)
  • Solemn Simulacrum (not equivalent; not blue, doesn't interact with initiative)
  • Archivist of Oghma (white, not blue)
  • Displacer Kitten (blue, but no initiative or direct dungeon support)
  • Campaign of Vengeance (not blue, not relevant)

Closest blue equivalents that interact with The Initiative/Dungeons or provide similar value:

  • Aarakocra Sneak (blue, has The Initiative)
  • Deep Gnome Terramancer (white, has initiative, but not blue)
  • Undermountain Adventurer (green, initiative, not blue, not creature)
  • Grell Philosopher (blue, initiative/dungeon synergy, from CLB)

Best blue equivalents:

  • Aarakocra Sneak
  • Grell Philosopher


Reason:
These blue creatures support The Initiative and/or dungeon synergy. Blue has very few with this mechanic.

Results:

Aarakocra Sneak #54 Creature — Bird Rogue

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 4
Power/Toughness: 1/4
Types:
  • Creature
  • SubTypes:
  • Bird
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren't in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you're already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you're already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can't start a dungeon that isn't Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to "have the initiative." The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren't in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can't start Undercity.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.14 USD
    Cardmarket 0.2 EUR / 0.22 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.1 USD
    Manapool 0.15 USD / 0.25 USD

    Legalities

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

    Text

    Flying When this creature enters, you take the initiative.

    Archivist of Oghma #874 Creature — Halfling Cleric

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • Archivist of Oghma's triggered ability won't be put onto the stack until after the spell or ability causing the opponent to search their library finishes resolving. Notably, if that spell or ability causes any other abilities to trigger (for example, if the opponent searched for a card and put it onto the battlefield), those abilities and Archivist of Oghma's triggered ability will go on the stack at the same time. The active player puts all their abilities on the stack in any order, then each other player in turn order does the same. The last ability put onto the stack this way resolves first, and so on.
  • Archivist of Oghma's triggered ability won't trigger if you search an opponent's library or an opponent searches another player's library.
  • Prices

    Seller Price
    Tcgplayer 13.88 USD
    Cardmarket 15.92 EUR
    Cardkingdom 19.99 USD
    Manapool 15.84 USD

    Legalities

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

    Text

    Flash Whenever an opponent searches their library, you gain 1 life and draw a card.

    Blackblade Reforged #211p Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • "Equip [quality] creature" is a variant of the equip keyword. "Equip [quality] creature [cost]" means "[Cost]: Attach this Equipment to target [quality] creature you control. Activate only as a sorcery."
  • Whether the target creature is legendary is checked only as Blackblade Reforged's first equip ability is activated and as that ability resolves. If the creature somehow becomes nonlegendary later, Blackblade Reforged remains attached to it.
  • Prices

    Seller Price
    Tcgplayer 5.22 USD / 11.84 USD
    Cardmarket 1.42 EUR / 2.89 EUR
    Cardkingdom 11.99 USD / 27.99 USD
    Cardsphere 2.82 USD
    Manapool 10.54 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/+1 for each land you control. Equip legendary creature Equip

    Campaign of Vengeance #182 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a creature attacks a planeswalker, the defending player is the player who controls that planeswalker.
  • In a Two-Headed Giant game, Campaign of Vengeance’s triggered ability has one defending player of your choice lose 1 life. The team doesn’t lose 2 life.
  • In a multiplayer game, each instance of the ability affects only one defending player. For example, if you attack player A with two creatures and player B with two creatures, each of those players will lose 2 life, not 4.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 3.26 USD
    Cardmarket 0.1 EUR / 0.34 EUR
    Cardkingdom 0.35 USD / 2.99 USD
    Cardsphere 0.23 USD
    Manapool 0.15 USD / 2.26 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 a creature you control attacks, defending player loses 1 life and you gain 1 life.

    Deep Gnome Terramancer #658 Creature — Gnome Wizard

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 6.86 USD
    Cardmarket 5.4 EUR / 2.27 EUR
    Cardkingdom 8.49 USD
    Manapool 6.31 USD

    Legalities

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

    Text

    Flash Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, thenshuffle Do this only once each turn.

    Displacer Kitten #63p Creature — Cat Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
  • Prices

    Seller Price
    Tcgplayer 18.69 USD
    Cardkingdom 47.99 USD

    Legalities

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

    Text

    Avoidance — Whenever you cast a noncreature spell, exile up to one target nonland permanent you control, then return that card to the battlefield under its owner's control.

    Grell Philosopher #666 Creature — Horror Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 1/4
    Types:
  • Creature
  • SubTypes:
  • Horror
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Grell Philosopher causes Horrors to gain only activated abilities. They don't gain keyword abilities (unless those keyword abilities are activated), triggered abilities, or static abilities.
  • The granted abilities effectively use “this permanent” rather than “[that card's name],” so you treat the abilities as if they were printed on the creature that gained the ability. For example, say the artifact was Universal Solvent, which has the ability “{7}, {T}, Sacrifice Universal Solvent: Destroy target permanent.” If Grell Philosopher gained that ability, you'd treat it as though it said “{7}, {T}, Sacrifice Grell Philosopher: Destroy target permanent.”
  • Prices

    Seller Price
    Tcgplayer 0.48 USD
    Cardmarket 0.31 EUR
    Cardkingdom 0.99 USD
    Manapool 0.35 USD

    Legalities

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

    Text

    Aberrant Tinkering — When this creature enters and at the beginning of your upkeep, each Horror you control gains all activated abilities of target artifact an opponent controls until end of turn. You may spend blue mana as though it were mana of any color to activate those abilities.

    Solemn Simulacrum #277 aka. Jens Artifact Creature — Golem

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Golem
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.22 USD
    Cardmarket 0.35 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.24 USD
    Manapool 0.33 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, you may search your library for a basic land card, put that card onto the battlefield tapped, thenshuffle When this creature dies, you may draw a card.

    Tomb of Horrors Adventurer #100s Creature — Elf Monk

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Monk
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • A resolving copy of a permanent spell becomes a token, so the token isn't “created.” Effects that care about a token being created won't interact with a token that enters the battlefield because the triggered ability copied a permanent spell.
  • Each of the copies will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal). If there are multiple copies, you may change the targets of each of them to different legal targets.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If the spell Tomb of Horrors Adventurer copies has an X whose value was determined as it was cast (like Fireball does), the copy has the same value of X.
  • If the spell Tomb of Horrors Adventurer's ability copies is modal (that is, it has a bulleted list of choices), the copies will have the same mode(s). You can't choose different ones.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • The triggered ability will copy the spell that caused it to trigger even if that spell has been countered by the time that ability resolves.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • When the triggered ability of Tomb of Horrors Adventurer resolves, it creates one or two copies of a spell. You control each of the copies. Those copies are created on the stack, so they're not “cast.” Abilities that trigger when a player casts a spell won't trigger. The copies will then resolve like normal spells, after players get a chance to cast spells and activate abilities.
  • You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copies too. For example, if you sacrifice a 3/3 creature to cast Fling and then copy it with Tomb of Horrors Adventurer, each copy of Fling will also deal 3 damage to its target.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Tcgplayer 1.39 USD
    Cardmarket 2.76 EUR / 1.18 EUR
    Cardkingdom 1.29 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, you take the initiative. Whenever you cast your second spell each turn, copy it. If you've completed a dungeon, copy that spell twice instead. You may choose new targets for the copies. (A copy of a permanent spell becomes a token.)

    Undermountain Adventurer #260s Creature — Giant Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Giant
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Vigilance

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Tcgplayer 4.19 USD
    Cardmarket 1.24 EUR / 2.1 EUR
    Manapool 0.6 USD

    Legalities

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

    Text

    Vigilance When this creature enters, you take the initiative. : Add . If you've completed a dungeon, add six instead.

    Aarakocra Sneak Creature — Bird Rogue Normal - ~$0.22

    Archivist of Oghma Creature — Halfling Cleric Normal - ~$16.41

    Blackblade Reforged Legendary Artifact — Equipment Normal - ~$9.34

    Campaign of Vengeance Enchantment Normal - ~$1.09

    Deep Gnome Terramancer Creature — Gnome Wizard Normal - ~$5.87

    Displacer Kitten Creature — Cat Beast Normal - ~$33.34

    Grell Philosopher Creature — Horror Wizard Normal - ~$0.53

    Solemn Simulacrum Artifact Creature — Golem Normal - ~$0.37

    Tomb of Horrors Adventurer Creature — Elf Monk Normal - ~$1.65

    Undermountain Adventurer Creature — Giant Warrior Normal - ~$2.03

    Much Abrew: Five-Color Allies (Standard) Are Allies back in Standard thanks to Avatar? Can we assemble Aang Tron?...
    The Power of Pauper: You Know It's Poison Joe Dyer talks about a spell based combo deck now that High Tide is gone!
    We Play Avatar | Commander Clash S19 E4 The crew checks out some of their favorite new Avatar commanders!
    Single Scoop: Momo is Gathering MTG's Best Fliers Momo is so adorable. Why would Momo ever do such a thing like spawn a T2...