cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: White Plume Adventurer"

Cards equivalent to White Plume Adventurer (white, creature, initiative-related, untap effects) are:

  • Seasoned Dungeoneer (white, takes initiative, dungeon synergy)
  • Ranger of Eos (white, strong enter-the-battlefield effect, different trigger)
  • Archangel of Thune (white, triggers effect each upkeep, less related)
  • Luminarch Aspirant (white, upkeep trigger, but makes counters)

Closest in color and effect:

  • Seasoned Dungeoneer
  • White Plume Adventurer (for reference)


Reason: Few white creatures take the initiative and interact with untap/dungeon mechanics—look for initiative in set Commander Legends: Battle for Baldur’s Gate.

Found Cards

5 Results

Archangel of Thune

Luminarch Aspirant

Ranger of Eos

Seasoned Dungeoneer

White Plume Adventurer

Archangel of Thune #2430 Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 3/4
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink

    Rules

  • Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • If a creature you control is dealt lethal damage at the same time that you gain life, it won't receive a counter from Archangel of Thune's ability in time to save it.
  • If you gain an amount of life “for each” of something, that life is gained as one event and the ability triggers only once.
  • In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
  • Prices

    Seller Price
    Tcgplayer 39.48 USD
    Manapool 41.5 USD
    Cardmarket 37.17 EUR
    Cardkingdom 44.99 USD

    Legalities

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

    Text

    Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1counteron each creature you control.

    Luminarch Aspirant #24 Creature — Human Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Luminarch Aspirant can be the target of its own ability.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.43 USD
    Cardkingdom 1.29 USD / 0.99 USD
    Cardmarket / 1.04 EUR 0.34 EUR
    Tcgplayer / 1.59 USD 0.36 USD

    Legalities

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

    Text

    At the beginning of combat on your turn, put a +1/+1counteron target creature you control.

    Ranger of Eos #ALA-21 Creature — Human Soldier Ranger

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Soldier
  • Ranger
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You may choose to find zero, one, or two creature cards in your library. Each card you find must have mana value 1 or less.
  • Prices

    Seller Price
    Tcgplayer 0.88 USD
    Cardkingdom 1.49 USD
    Manapool 0.39 USD
    Cardmarket 1.21 EUR

    Legalities

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

    Text

    When this creature enters, you may search your library for up to two creature cards with mana value 1 or less, reveal them, put them into your hand, thenshuffle

    Seasoned Dungeoneer #7144 Creature — Human Warrior

    Info

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

    Abilities/Keywords

    Explore

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Tcgplayer 27.9 USD
    Cardkingdom 39.99 USD
    Cardmarket 25.03 EUR
    Manapool 22.73 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 this creature enters, you take the initiative. Whenever you attack, target attacking Cleric, Rogue, Warrior, or Wizard gains protection from creatures until end of turn. It explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1counteron the creature, then put the card back or put it into your graveyard.)

    White Plume Adventurer #49s Creature — Orc Cleric

    Info

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

    Rules

  • A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
  • If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
  • If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
  • If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
  • In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
  • Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
  • Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
  • The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
  • There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
  • You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.
  • Prices

    Seller Price
    Manapool 4.31 USD
    Tcgplayer 5.66 USD
    Cardmarket 4.89 EUR
    Cardkingdom 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

    When this creature enters, you take the initiative. At the beginning of each opponent's upkeep, untap a creature you control. If you've completed a dungeon, untap all creatures you control instead.