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"Find me cards equivalent to: Varis, Silverymoon Ranger"

Equivalent cards to Varis, Silverymoon Ranger (mono-green, Legendary Creature, synergy with creatures/ventures/tokens):
1. Crested Craghorn (Not legendary, but green with token synergy)
2. Yeva, Nature's Herald (Legendary, mono-green, cares about creature spells)
3. Neyith of the Dire Hunt (Legendary, mono-green, creates tokens or draws from creatures)
4. Quintorius Kand (Not mono-green, but cares about venturing/dungeons—not a perfect match)
5. Saryth, the Viper's Fang (Legendary, mono-green, helps creatures)
6. Kogla, the Titan Ape (Legendary, mono-green, triggers on creatures)


Reason: No other mono-green legendary directly ventures into dungeons or perfectly matches Varis' abilities; above are the closest for synergy with creatures and token creation in mono-green. Varis, Silverymoon Ranger is the prime green legendary for this combo.

Found Cards

7 Results

Crested Craghorn

Kogla, the Titan Ape

Neyith of the Dire Hunt

Quintorius Kand

Saryth, the Viper's Fang

Varis, Silverymoon Ranger

Yeva, Nature's Herald

Crested Craghorn #91 Creature — Goat Beast

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 5
Power/Toughness: 4/1
Types:
  • Creature
  • SubTypes:
  • Goat
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste Provoke

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.09 EUR / 0.49 EUR
    Manapool / 0.25 USD 0.15 USD
    Cardkingdom / 0.99 USD 0.35 USD
    Tcgplayer 0.05 USD / 0.98 USD

    Legalities

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

    Text

    Haste Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.)

    Kogla, the Titan Ape #1274 Legendary Creature — Ape

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 7/6
    Types:
  • Creature
  • SubTypes:
  • Ape
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Fight

    Rules

  • If the target Human is an illegal target by the time Kogla's last ability tries to resolve, the ability won't resolve. Kogla won't gain indestructible.
  • If the target creature is an illegal target when Kogla's first ability tries to resolve, the ability doesn't resolve. If it's a legal target but Kogla is no longer on the battlefield when the ability resolves, the target creature won't deal or be dealt damage.
  • Prices

    Seller Price
    Tcgplayer 17.69 USD
    Manapool 18.19 USD
    Cardmarket 15.51 EUR
    Cardkingdom 19.99 USD

    Legalities

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

    Text

    When Kogla enters, it fights up to one target creature you don't control. Whenever Kogla attacks,destroytarget artifact or enchantment defending player controls. : Return target Human you control to its owner's hand. Kogla gains indestructible until end of turn.

    Neyith of the Dire Hunt #30 Legendary Creature — Human Warrior

    Info

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

    Abilities/Keywords

    Double

    Rules

  • A creature “fights” when an effect instructs it to fight. Dealing combat damage isn’t fighting.
  • If an effect instructs you to “double” a creature’s power, that creature gets +X/+0, where X is its power as that effect begins to apply. If its power is negative, instead it gets -X/-0 where X is how far below 0 its power is. The value of X won’t change if another effect alters the creature’s power later in the turn.
  • If each creature the defending player controls can’t block for any reason (such as being tapped), then the target creature isn’t blocked. If there’s a cost associated with blocking the target creature, the defending player isn’t forced to pay that cost, so it doesn’t have to be blocked in that case either.
  • If the target creature has menace, two creatures must block it if able.
  • Only one creature is required to block the target creature. Other creatures may also block it and are free to block other creatures or not block at all.
  • The defending player, not you, chooses which creature blocks the target creature.
  • While resolving Neyith’s last ability, you can’t pay multiple times to double a creature’s power more than once or to double more than one creature’s power.
  • You draw just one card as Neyith’s first ability resolves, no matter how many creatures you control fought or became blocked.
  • Prices

    Seller Price
    Cardkingdom 13.99 USD
    Tcgplayer 8.42 USD
    Cardmarket 7.6 EUR / 1.75 EUR
    Manapool 8.5 USD

    Legalities

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

    Text

    Whenever one or more creatures you control fight or become blocked, draw a card. At the beginning of combat on your turn, you may pay . If you do, double target creature's power until end of turn. That creature must be blocked this combat if able. ( can be paid with either or .)

    Quintorius Kand #307 Legendary Planeswalker — Quintorius

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Quintorius
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Discover

    Rules

  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • If the discovered card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you can't cast the discovered card (perhaps because there are no legal targets for the spell), you'll put it into your hand.
  • If you cast a spell "without paying its mana cost", you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, you must pay those to cast it.
  • If you discover an adventurer card, split card, or modal double-faced card, you might be able to cast that card with either set of characteristics depending on the effect's discover value. For example, if you discover 4 and reveal Galvanic Giant (an adventurer card from Wilds of Eldraine with a mana value of 4), you could cast Galvanic Giant, but not Storm Reading (its Adventure, which has a mana value of 7). If you discover 7 and reveal Galvanic Giant, you could cast either Galvanic Giant or Storm Reading.
  • Some spells and abilities that cause you to discover may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve and you won't discover.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If discover allows you to cast a split card, you may cast either half (as long as its mana value is less than or equal to the effect's discover value) but not both halves.
  • When you discover, you must exile cards. The only optional part of the ability is whether you cast the exiled card or put it into your hand.
  • You exile the cards face up. All players will be able to see them.
  • You must follow all normal timing rules for a card you play with Quintorius Kand's last ability and, if it's a spell, you must pay its costs to cast it.
  • Prices

    Seller Price
    Manapool 4.15 USD / 4.78 USD
    Cardmarket / 2.55 EUR 1.42 EUR
    Cardkingdom 5.99 USD
    Tcgplayer 2.18 USD / 3.1 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 you cast a spell from exile, Quintorius Kand deals 2 damage to each opponent and you gain 2 life.
    +1 Create a 3/2 red and white Spirit creature token.
    −3 Discover 4.
    −6 Exile any number of target cards from your graveyard. Add for each card exiled this way. You may play those cards this turn.

    Saryth, the Viper's Fang #185 Legendary Creature — Human Warlock

    Info

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

    Rules

  • Saryth's first ability doesn't care whether Saryth is tapped or untapped. The same is true for the second ability. Both abilities apply as long as Saryth is on the battlefield.
  • Prices

    Seller Price
    Cardmarket / 1 EUR 1.91 EUR
    Manapool 3.48 USD
    Cardkingdom 3.49 USD
    Tcgplayer 3.91 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 tapped creatures you control have deathtouch. Other untapped creatures you control have hexproof. , : Untap another target creature or land you control.

    Varis, Silverymoon Ranger #209p Legendary Creature — Human Elf Ranger

    Info

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

    Abilities/Keywords

    Reach Ward

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • Dungeons are removed from the game as a state-based action.
  • If a player casts a spell that targets multiple permanents their opponent controls with ward, each of those ward abilities will trigger. If that player doesn't pay for all of them, the spell will be countered.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD / 0.99 USD
    Cardmarket / 0.64 EUR 0.36 EUR
    Tcgplayer / 1.24 USD 0.63 USD
    Manapool 1.02 USD / 2.59 USD

    Legalities

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

    Text

    Reach, ward Whenever you cast a creature or planeswalker spell, venture into the dungeon. This ability triggers only once each turn. (To venture into the dungeon, enter the first room or advance to the next room.) Whenever you complete a dungeon, create a 2/2 green Wolf creature token.

    Yeva, Nature's Herald #1284 Legendary Creature — Elf Shaman

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • Yeva's ability applies to green creature cards in any zone, provided something is allowing you to cast them. For example, if the top card of your library is a green creature card and you control Garruk's Horde, you can cast that card as though it had flash.
  • You still pay the costs for green creature spells you cast.
  • Prices

    Seller Price
    Tcgplayer / 11.36 USD 7.17 USD
    Cardkingdom / 11.99 USD 8.49 USD
    Cardmarket 4.76 EUR / 5.89 EUR
    Manapool 6.79 USD / 8.24 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 (You may cast this spell any time you could cast an instant.) You may cast green creature spells as though they had flash.