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6 Cards Found

AI 🤖 Find me cards equivalent to: Webspinner Cuff

Equivalent cards to Webspinner Cuff (green, artifact, equipment, offers reach/defense or tokens on death):

  • Boots of Speed (artifact equipment, but gives haste, not reach)
  • Haunted Cloak (artifact equipment, gives vigilance, trample, haste)
  • Winged Boots (artifact equipment, gives flying & ward)
  • Swiftfoot Boots (artifact equipment, gives hexproof & haste)
  • Spider Umbra (green aura, totem armor, gives reach & 1 toughness)


Reason: There aren’t many green equipment with reach; Spider Umbra comes closest as a green aura with reach and defensive bonus. Most artifact equipment that provide tokens on death are general artifacts, not specifically green or reach-related.

Results:

Boots of Speed #133 Artifact — Equipment

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 1
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 0.19 USD
    Cardmarket 0.08 EUR / 0.2 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    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

    Equipped creature gets +1/+0 and has haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Haunted Cloak #257 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Haunted Cloak to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Tcgplayer 0.28 USD / 2.16 USD
    Cardmarket 0.16 EUR / 0.89 EUR
    Cardkingdom 0.35 USD / 2.99 USD
    Manapool 0.16 USD / 1.95 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 has vigilance, trample, and haste. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Spider Umbra #208 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
  • If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
  • If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
  • If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
  • If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
  • Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
  • Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
  • Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
  • Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
  • Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
  • Prices

    Seller Price
    Tcgplayer 0.32 USD / 1.69 USD
    Cardmarket 0.43 EUR / 1.62 EUR
    Cardkingdom 0.59 USD / 4.99 USD
    Manapool 0.25 USD / 1.67 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +1/+1 and has reach. (It can block creatures with flying.) Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it anddestroythis Aura.)

    Swiftfoot Boots #317 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

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Tcgplayer 1.64 USD
    Cardmarket 1.7 EUR
    Manapool 1.87 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 has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.) Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Webspinner Cuff #214 Artifact Creature — Equipment Spider

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 1/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Spider
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Reach Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.21 USD
    Cardmarket 0.1 EUR / 0.32 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    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

    Reach Equipped creature gets +1/+4 and has reach. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Winged Boots #124 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

  • 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.
  • Prices

    Seller Price
    Tcgplayer 10.22 USD
    Cardmarket 7.83 EUR
    Cardkingdom 14.99 USD
    Manapool 10.4 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 has flying and ward . (Whenever equipped creature becomes the target of a spell or ability an opponent controls,counterit unless that player pays .) Equip

    Boots of Speed Artifact — Equipment Normal - ~$0.21

    Haunted Cloak Artifact — Equipment Normal - ~$1.12

    Spider Umbra Enchantment — Aura Normal - ~$1.45

    Swiftfoot Boots Artifact — Equipment Normal - ~$1.74

    Webspinner Cuff Artifact Creature — Equipment Spider Normal - ~$0.23

    Winged Boots Artifact — Equipment Normal - ~$10.86

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