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"Find me cards equivalent to: Warden of the First Tree"

Cards equivalent to Warden of the First Tree (green, upgrades itself):
1. Figure of Destiny – Closest match, similar mana upgrade mechanic.
2. Ascendant Spirit – Also upgrades itself via mana and counters.
3. Hexdrinker – Gains protection and power with mana investment.
4. Wildborn Preserver – Grows via investment, but less modular.
5. Experiment One – Evolves with other creatures, needs synergy.


Reason: All have green color, most have self-upgrade or level-up mechanics like Warden of the First Tree. Figure of Destiny is most direct analogue.

Found Cards

6 Results

Ascendant Spirit

Experiment One

Figure of Destiny

Hexdrinker

Warden of the First Tree

Wildborn Preserver

Ascendant Spirit #43p Snow Creature — Spirit

Info

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

    Rules

  • Activating the second ability after Ascendant Spirit has already been legally blocked by a creature without flying or reach won't change or undo that block.
  • Any effects that modify Ascendant Spirit's power or toughness without setting it to a specific value will apply after its base power and toughness are set, regardless of the order in which those effects were created. The same is true of counters that modify its power and toughness.
  • Any of Ascendant Spirit's abilities may be activated repeatedly. Multiple flying counters on the same permanent provide no additional benefit; however, each time the last ability resolves while Ascendant Spirit is an Angel will give Ascendant Spirit two more +1/+1 counters and cause it to gain another instance of the triggered ability. All of those instances trigger separately.
  • None of Ascendant Spirit's abilities has a duration. If one of them resolves, it will remain in effect until Ascendant Spirit leaves the battlefield or a subsequent effect changes its characteristics.
  • Snow is a supertype, not a card type. It has no rules meaning or function by itself, but spells and abilities may refer to it.
  • Snow isn't a type of mana. If an effect says you may spend mana as though it were any type, you can't pay for {S} using mana that wasn't produced by a snow source.
  • Some cards have additional effects for each {S} spent to cast them. You can cast these spells even if you don't spend any snow mana to cast them; their additional effects simply won't do anything.
  • The Kaldheim set doesn't have any cards with mana costs that include {S}, but some previous sets do. If an effect says such a spell costs {1} less to cast, that reduction doesn't apply to any {S} costs. This is also true for activated abilities that include {S} in their activation costs and effects that reduce those costs.
  • The first and second abilities cause Ascendant Spirit to lose any other creature types it may have. It retains any card types or supertypes it may have.
  • The first and second abilities overwrite any previous effects that set Ascendant Spirit's base power and toughness to specific values. Any effects that set Ascendant Spirit's base power and toughness that start to apply after one of these abilities will override the effect of that ability.
  • The {S} symbol is a generic mana symbol. It represents a cost that can be paid by one mana that was produced by a snow source. That mana can be any color or colorless.
  • Prices

    Seller Price
    Manapool 0.33 USD / 0.31 USD
    Cardmarket 0.38 EUR / 0.5 EUR
    Cardkingdom / 0.79 USD 0.49 USD
    Tcgplayer 0.36 USD / 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

    : This creature becomes a Spirit Warrior with base power and toughness 2/3. : If this creature is a Warrior, put a flyingcounteron it and it becomes a Spirit Warrior Angel with base power and toughness 4/4. : If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."

    Experiment One #137 Creature — Human Ooze

    Info

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

    Abilities/Keywords

    Evolve Heal Regenerate

    Rules

  • 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.
  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Experiment One may become lethal if you remove +1/+1 counters from it during that turn. In this case, it dies before the activated ability that would regenerate it resolves.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.17 EUR 0.08 EUR
    Tcgplayer / 0.29 USD 0.2 USD
    Manapool 0.15 USD / 0.17 USD

    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.) Remove two +1/+1 counters from this creature: Regenerate it. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

    Figure of Destiny #139★ Creature — Kithkin

    Info

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

    Rules

  • Figure of Destiny's abilities overwrite its power, toughness, and creature types. Typically, those abilities are activated in the order they appear on the card. However, if Figure of Destiny is an 8/8 Kithkin Spirit Warrior Avatar with flying and first strike, and you activate its first ability, it will become a 2/2 Kithkin Spirit that still has flying and first strike.
  • Figure of Destiny's second ability checks whether it's a Spirit, and its third ability checks whether it's a Warrior. It doesn't matter how it became the appropriate creature type.
  • None of these abilities has a duration. If one of them resolves, it will remain in effect until the game ends, Figure of Destiny leaves the battlefield, or some subsequent effect changes its characteristics, whichever comes first.
  • You can activate Figure of Destiny's second and third abilities regardless of what creature types it is. Each of those abilities checks Figure of Destiny's creature types when that ability resolves. If Figure of Destiny isn't the appropriate creature type at that time, the ability does nothing.
  • The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
  • Prices

    Seller Price
    Tcgplayer 1.19 USD
    Cardkingdom 0.69 USD
    Cardmarket 0.66 EUR
    Manapool 0.52 USD

    Legalities

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

    Text

    : This creature becomes a Kithkin Spirit with base power and toughness 2/2. : If this creature is a Spirit, it becomes a Kithkin Spirit Warrior with base power and toughness 4/4. : If this creature is a Warrior, it becomes a Kithkin Spirit Warrior Avatar with base power and toughness 8/8, flying, and first strike.

    Hexdrinker #168 Creature — Snake

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 1
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Snake
  • Languages:
    Layout:
    Leveler
    Rank:
    Saltiness:

    Abilities/Keywords

    Level Up Protection

    Rules

  • If an effect has set Hexdrinker’s power and/or toughness to a specific value after it entered the battlefield, leveling up won’t change that characteristic.
  • Level abilities count the number of level counters on the creature. Hexdrinker starts with zero level counters. Once it has at least three but no more than seven level counters, it’s 4/4 and has protection from instants. Once it has eight or more level counters, it’s 6/6 and has protection from everything. It always has level up {1}.
  • Protection from everything means that Hexdrinker can’t be the target of any spells or abilities, it can’t be blocked, nothing can be attached to it, and all damage that would be dealt to it is prevented. It can still be affected in other ways (such as by Winds of Abandon cast for its overload cost, for example).
  • Protection from instants means that Hexdrinker can’t be the target of instant spells or abilities from instant cards (such as an ability of an instant card that triggers when that card is cycled), and all damage that an instant spell or instant card would deal to it is prevented. Nothing other than these events is prevented or illegal.
  • Prices

    Seller Price
    Cardmarket / 9.63 EUR 3.33 EUR
    Cardkingdom 4.99 USD / 16.99 USD
    Tcgplayer 4.66 USD / 10.95 USD
    Manapool / 10.82 USD 3.69 USD

    Legalities

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

    Text

    Level up (: Put a levelcounteron this. Level up only as a sorcery.) LEVEL 3-7 4/4 Protection from instants LEVEL 8+ 6/6 Protection from everything

    Warden of the First Tree #143s Creature — Human

    Info

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

    Rules

  • Effects that modify Warden of the First Tree's power or toughness, such as the one created by Titanic Growth, will apply to Warden of the First Tree no matter when they started to take effect. The same is true for any +1/+1 counters on Warden of the First Tree and effects that switch its power and toughness.
  • Neither the first nor the second ability has a duration. If one of them resolves, it will remain in effect until Warden of the First Tree leaves the battlefield or some subsequent effect changes its characteristics.
  • The first ability overwrites any previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after the first ability resolves will overwrite this effect.
  • The first and second activated abilities cause Warden of the First Tree to lose any other creature types it has. It retains any card types or supertypes it may have.
  • Prices

    Seller Price
    Tcgplayer 2.8 USD
    Cardmarket 0.8 EUR
    Manapool 0.65 USD
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    : This creature becomes a Human Warrior with base power and toughness 3/3. : If this creature is a Warrior, it becomes a Human Spirit Warrior with trample and lifelink. : If this creature is a Spirit, put five +1/+1 counters on it.

    Wildborn Preserver #182s Creature — Elf Archer

    Info

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

    Abilities/Keywords

    Flash Reach

    Rules

  • If you pay {X} while Wildborn Preserver's triggered ability is resolving, the reflexive triggered ability triggers and will resolve separately. This is different from effects that say “If you do . . .” in that players may take actions after you've paid mana but before the creature gets +1/+1 counters.
  • Prices

    Seller Price
    Cardmarket 0.33 EUR
    Cardkingdom 0.79 USD
    Manapool 1.16 USD
    Tcgplayer 1.48 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.) Reach (This creature can block creatures with flying.) Whenever another non-Human creature you control enters, you may pay . When you do, put X +1/+1 counters on this creature.