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"Find me cards equivalent to: Vile Mutilator"

Equivalent cards to Vile Mutilator (creature, Demon, black, enters, opponents sacrifice creatures/enchantments):
1. Rankle, Master of Pranks

  • Black, flying, forces opponent sacrifices
    2. Demon of Dark Schemes
  • Black, flying, mass sacrifice on ETB (with energy)
    3. Shriekmaw
  • Black, ETB destroys (single) nonblack creature
    4. Archfiend of Depravity
  • Black, flying, forces opponent sacrifice creatures at end step

No card does all (creature/enchantment), but these are closest in black demon creatures. Vile Mutilator is unique with its enchantment/creature duality.

Found Cards

5 Results

Archfiend of Depravity

Demon of Dark Schemes

Rankle, Master of Pranks

Shriekmaw

Vile Mutilator

Archfiend of Depravity #62s Creature — Demon

Info

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

    Abilities/Keywords

    Flying

    Rules

  • The opponent chooses which creatures to spare, if any, as the ability resolves. This choice doesn't target the creatures.
  • The opponent may choose to spare one or no creatures. If the player doesn't choose any creatures, they will sacrifice all creatures they control.
  • Prices

    Seller Price
    Tcgplayer 7.45 USD
    Manapool 7.81 USD
    Cardkingdom 5.99 USD
    Cardmarket / 10.01 EUR 10.08 EUR

    Legalities

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

    Text

    Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.

    Demon of Dark Schemes #73s Creature — Demon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying

    Rules

  • Demon of Dark Schemes's second triggered ability triggers whenever another creature dies for any reason, not just due to the first triggered ability.
  • If Demon of Dark Schemes dies at the same time as another creature, its second triggered ability triggers.
  • If a creature's owner leaves the game after you've put that creature onto the battlefield with Demon of Dark Schemes's last ability, the creature leaves with that player. If you leave the game before that player, the creature is exiled.
  • The set of creatures affected by Demon of Dark Schemes's first triggered ability is determined as the ability resolves. Creatures that enter the battlefield later in the turn and noncreature permanents that become creatures later in the turn won't get -2/-2.
  • 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
    Cardmarket 3.94 EUR
    Cardkingdom 12.99 USD
    Tcgplayer 8.56 USD
    Manapool 8.59 USD

    Legalities

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

    Text

    Flying When this creature enters, all other creatures get -2/-2 until end of turn. Whenever another creature dies, you get (an energy counter). , Pay : Put target creature card from a graveyard onto the battlefield under your control tapped.

    Rankle, Master of Pranks #1707 Legendary Creature — Faerie Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Faerie
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Haste

    Rules

  • As the first mode is performed, first the player whose turn it is chooses a card in hand without revealing it, then each other player in turn order does the same. Then all the chosen cards are discarded at the same time.
  • As the third mode is performed, first the player whose turn it chooses a creature they control, then each other player in turn order does the same, knowing the choices made before them. Then all the chosen creatures are sacrificed at the same time.
  • For each chosen mode, perform that mode in its entirety before continuing on to the next chosen mode in the order printed.
  • If you really want, you can choose zero modes for Rankle's triggered ability, but carefully consider the hidden costs in not entertaining someone titled Master of Pranks.
  • In a Two-Headed Giant game, Rankle's second mode causes each team to lose 1 life twice.
  • You can choose a mode even if some or all players will be unaffected.
  • You can't choose a mode more than once.
  • Prices

    Seller Price
    Cardmarket 3.93 EUR / 3.41 EUR
    Tcgplayer 4.59 USD
    Manapool 4.54 USD / 4.45 USD
    Cardkingdom / 5.99 USD 6.49 USD

    Legalities

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

    Text

    Flying, haste Whenever Rankle deals combat damage to a player, choose any number — • Each player discards a card. • Each player loses 1 life and draws a card. • Each player sacrifices a creature of their choice.

    Shriekmaw #85 Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Evoke Fear

    Rules

  • If you pay the evoke cost, you can have Shriekmaw's own triggered ability resolve before the evoke triggered ability. You can cast spells after that ability resolves but before you have to sacrifice Shriekmaw.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an evoke cost), add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • Prices

    Seller Price
    Cardmarket 0.16 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.27 USD
    Manapool 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

    Fear (This creature can't be blocked except by artifact creatures and/or black creatures.) When this creature enters,destroytarget nonartifact, nonblack creature. Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)

    Vile Mutilator #122 Creature — Demon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 7
    Power/Toughness: 6/5
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Trample

    Rules

  • While resolving Vile Mutilator's last ability, the next opponent in turn order chooses a nontoken enchantment they control, then each other opponent in turn order does the same. Then each of the chosen nontoken enchantments are sacrificed simultaneously. Finally, repeat this process for nontoken creatures.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.21 EUR 0.15 EUR
    Tcgplayer / 0.32 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

    As an additional cost to cast this spell,sacrificea creature or enchantment. Flying, trample When this creature enters, each opponent sacrifices a nontoken enchantment of their choice, then sacrifices a nontoken creature of their choice.