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"Find me cards equivalent to: Vent Sentinel"

Equivalent cards to Vent Sentinel (same colors and similar effects):
1. Blazing Archon – Also red, but doesn't specifically interact with defenders.
2. Geomancer's Gambit – Not a creature, so not equivalent.
3. Wall of Fire – Is a red defender, but doesn’t deal damage based on number of defenders.
4. Hightide Hermit – Blue, not red.
5. Shifting Wall – Red, defender, but no damage ability.
6. Embermaw Hellion – Red, deals damage but not related to defenders.

Closest equivalents in red, but none exactly match Vent Sentinel's defender-synergy damage ability. Best similar red defenders:

  • Wall of Fire (defender, but pumps itself)
  • Dragon's Eye Sentry (defender, less relevant effect)

No other red defender has Vent Sentinel's unique damage = number of defenders ability.

Found Cards

8 Results

Blazing Archon

Dragon's Eye Sentry

Embermaw Hellion

Geomancer's Gambit

Hightide Hermit

Shifting Wall

Vent Sentinel

Wall of Fire

Blazing Archon #1 Creature — Archon

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 9
Power/Toughness: 5/6
Types:
  • Creature
  • SubTypes:
  • Archon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Unless some effect explicitly says otherwise, a creature that can’t attack you can still attack a planeswalker you control.
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying Creatures can't attack you.

    Dragon's Eye Sentry #11 Creature — Human Monk

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Monk
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.13 EUR 0.1 EUR
    Tcgplayer / 0.15 USD 0.05 USD
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom / 0.49 USD 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

    Defender, first strike

    Embermaw Hellion #141 Creature — Hellion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Hellion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • Embermaw Hellion’s last ability doesn’t cause Embermaw Hellion to deal damage; it affects the amount of damage dealt by the original red source.
  • If the player or permanent being dealt damage is also affected by a damage prevention effect, that player or the controller of that permanent can apply that effect and Embermaw Hellion’s effect in any order. If all of the damage is prevented, Embermaw Hellion’s effect can’t apply to it.
  • Multiple Embermaw Hellions are cumulative. If you control two of them, you’ll add 2 to the damage dealt by another red source you control. In this case, you would also add 1 to the damage dealt by either Embermaw Hellion.
  • Prices

    Seller Price
    Tcgplayer / 1.08 USD 0.29 USD
    Cardmarket / 0.64 EUR 0.28 EUR
    Cardkingdom / 0.79 USD 0.49 USD
    Manapool / 0.45 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

    Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.) If another red source you control would deal damage to a permanent or player, it deals that much damage plus 1 to that permanent or player instead.

    Geomancer's Gambit #125 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the target land is an illegal target by the time Geomancer’s Gambit tries to resolve, the spell doesn’t resolve. Its controller doesn’t search for a basic land card and you don’t draw a card. If the target is legal but not destroyed (most likely because it has indestructible), its controller does search and you do draw.
  • Prices

    Seller Price
    Cardmarket / 0.48 EUR 0.14 EUR
    Tcgplayer / 0.74 USD 0.15 USD
    Manapool / 0.26 USD 0.15 USD
    Cardkingdom 0.35 USD / 1.99 USD

    Legalities

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

    Text

    Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, thenshuffle Draw a card.

    Hightide Hermit #KLD-51 Creature — Crab

    Info

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

    Abilities/Keywords

    Defender

    Rules

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.3 USD
    Manapool 0.15 USD
    Cardmarket 0.08 EUR

    Legalities

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

    Text

    Defender When this creature enters, you get (four energy counters). Pay : This creature can attack this turn as though it didn't have defender.

    Shifting Wall #STH-140 Artifact Creature — Wall

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 0
    Power/Toughness: 0/0
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Wall
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.36 USD
    Cardkingdom 0.49 USD
    Cardmarket 0.24 EUR
    Manapool 0.19 USD

    Legalities

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

    Text

    Defender (This creature can't attack.) This creature enters with X +1/+1 counters on it.

    Vent Sentinel #171 Creature — Elemental

    Info

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

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.69 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.31 EUR 0.08 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

    Defender , : This creature deals damage to target player or planeswalker equal to the number of creatures you control with defender.

    Wall of Fire #183 Creature — Wall

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 0/5
    Types:
  • Creature
  • SubTypes:
  • Wall
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 236.23 EUR

    Legalities

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

    Text

    Defender (This creature can't attack.) : This creature gets +1/+0 until end of turn.