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AI 🤖 Find me cards equivalent to: White Plume Adventurer

Equivalent cards to White Plume Adventurer (white, initiative, or related effects):
1. Seasoned Dungeoneer – Also grants the initiative and generates value when attacking.
2. Deep Gnome Terramancer – Another white initiative card (but focuses more on ramp).
3. Rabble Rousing – Generates creature tokens and card advantage, fitting for initiative decks.


Reason: These cards are white, interact with the initiative or venture into the dungeon, or suit similar game plans.

Results:

Deep Gnome Terramancer #658 Creature — Gnome Wizard

Info

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

    Abilities/Keywords

    Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 7.93 USD
    Cardmarket 6.59 EUR / 2.27 EUR
    Cardkingdom 9.49 USD
    Manapool 7.47 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 Mold Earth — Whenever one or more lands enter under an opponent's control without being played, you may search your library for a Plains card, put it onto the battlefield tapped, thenshuffle Do this only once each turn.

    Rabble Rousing #24 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Hideaway

    Rules

  • Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
  • Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
  • Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads “[This permanent] enters the battlefield tapped,” and they now have hideaway 4.
  • “Hideaway N” means “When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains ‘The player who controls the permanent that exiled this card may look at this card in the exile zone.'”
  • Prices

    Seller Price
    Tcgplayer 0.86 USD / 0.86 USD
    Cardmarket 1 EUR / 1.31 EUR
    Cardkingdom 1.99 USD / 2.49 USD
    Manapool 0.91 USD / 1.04 USD

    Legalities

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

    Text

    Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) Whenever you attack with one or more creatures, create that many 1/1 green and white Citizen creature tokens. Then if you control ten or more creatures, you may play the exiled card without paying its mana cost.

    Seasoned Dungeoneer #610 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 8.26 USD
    Cardmarket 6.8 EUR
    Cardkingdom 11.99 USD

    Legalities

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

    Text

    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
    Tcgplayer 3.62 USD
    Cardmarket 4.01 EUR / 3.64 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 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.

    Deep Gnome Terramancer Creature — Gnome Wizard Normal - ~$6.75

    Rabble Rousing Enchantment Normal - ~$1.31

    Seasoned Dungeoneer Creature — Human Warrior Normal - ~$9.02

    White Plume Adventurer Creature — Orc Cleric Normal - ~$3.76

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