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"Find me cards equivalent to: Zirda, the Dawnwaker"

Equivalent cards to Zirda, the Dawnwaker (Legendary, Red/White, cares about activated abilities):
1. Heliod, Sun-Crowned

  • Similarities: Legendary, White, interacts with abilities/triggers.

  • Reason: Grants lifelink and can put +1/+1 counters using activated ability.
    2. Osgir, the Reconstructor
  • Similarities: Legendary, Red/White, activated ability that interacts with artifacts.

  • Reason: Both encourage activated abilities and deckbuilding around them.
    3. Bruse Tarl, Boorish Herder
  • Similarities: Legendary, Red/White, activated ability on entering/combat.

  • Reason: Encourages creature-based abilities, similar color identity.
    4. Depala, Pilot Exemplar
  • Similarities: Legendary, Red/White, cares about activated Crew (vehicle) abilities.

  • Reason: Synergy with activated abilities, same color.
    5. Aurelia, the Warleader
  • Similarities: Legendary, Red/White, has triggered and activated abilities.

  • Reason: Provides deckbuilding options in same colors for ability-focused decks.

All cards listed match Zirda's Red/White color identity and feature a focus on activated or combat-based abilities. None have the exact cost reduction effect, but each supports similar deckbuilding and gameplay strategies involving abilities.

Found Cards

6 Results

Aurelia, the Warleader

Bruse Tarl, Boorish Herder

Depala, Pilot Exemplar

Heliod, Sun-Crowned

Osgir, the Reconstructor

Zirda, the Dawnwaker

Aurelia, the Warleader #35 Legendary Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 6
Power/Toughness: 3/4
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Haste Vigilance

    Rules

  • Aurelia's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
  • Prices

    Seller Price
    Cardkingdom / 22.99 USD 10.99 USD
    Manapool 11.45 USD / 14.55 USD
    Tcgplayer / 18.99 USD 12.15 USD
    Cardmarket / 12.25 EUR 9.09 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, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

    Bruse Tarl, Boorish Herder #30 Legendary Creature — Human Ally

    Info

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

    Abilities/Keywords

    Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • The triggered ability triggers both when Bruse Tarl enters the battlefield and whenever it attacks. You don't have to choose only one.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD
    Tcgplayer 3.82 USD
    Cardmarket 2.75 EUR
    Manapool 2.09 USD

    Legalities

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

    Text

    Whenever Bruse Tarl enters or attacks, target creature you control gains double strike and lifelink until end of turn. Partner (You can have two commanders if both have partner.)

    Depala, Pilot Exemplar #178s Legendary Creature — Dwarf Pilot

    Info

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

    Rules

  • Depala, Pilot Exemplar's last ability is a triggered ability, not an activated ability. It doesn't allow you to tap Depala whenever you want; rather, you need some other way of tapping it, such as by attacking.
  • For the ability to trigger, Depala has to actually change from untapped to tapped. If an effect attempts to tap Depala, but it was already tapped at the time, this ability won't trigger.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD
    Cardmarket 0.89 EUR
    Manapool 0.62 USD
    Tcgplayer 0.78 USD

    Legalities

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

    Text

    Other Dwarves you control get +1/+1. Each Vehicle you control gets +1/+1 as long as it's a creature. Whenever Depala becomes tapped, you may pay . If you do, reveal the top X cards of your library, put all Dwarf and Vehicle cards from among them into your hand, then put the rest on the bottom of your library in a random order.

    Heliod, Sun-Crowned #2165 Legendary Enchantment Creature — God

    Info

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

    Abilities/Keywords

    Indestructible

    Rules

  • A noncreature enchantment with a +1/+1 counter on it will be unaffected by that counter until it becomes a creature, at which time it will get +1/+1 for that counter.
  • As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
  • Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
  • Counters put on a God remain on it while it's not a creature, even if they have no effect.
  • Heliod can be the target of its own triggered ability.
  • Heliod's triggered ability triggers just once for each life-gaining event, whether it's 1 life from Daxos, Blessed by the Sun or 3 life from Cling to Dust. If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and Heliod's ability triggers only once.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
  • If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
  • If a creature is dealt lethal damage at the same time that you gain life, it can't receive a counter from Heliod's ability in time to save it.
  • If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
  • If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
  • If you put an Aura on an opponent's permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
  • 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.
  • Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
  • Multiple instances of lifelink on the same creature are redundant.
  • The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
  • The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
  • When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
  • 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, Heliod's ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • Prices

    Seller Price
    Cardkingdom / 37.99 USD 32.99 USD
    Manapool / 30.68 USD 26.03 USD
    Cardmarket / 24.14 EUR 21.26 EUR
    Tcgplayer / 29.46 USD 28.46 USD

    Legalities

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

    Text

    Indestructible As long as your devotion to white is less than five, Heliod isn't a creature. Whenever you gain life, put a +1/+1counteron target creature or enchantment you control. : Another target creature gains lifelink until end of turn.

    Osgir, the Reconstructor #8 Legendary Creature — Giant Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Giant
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Vigilance

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.24 USD
    Cardkingdom 0.99 USD
    Manapool / 0.21 USD 0.21 USD
    Cardmarket 0.29 EUR

    Legalities

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

    Text

    Vigilance ,Sacrificean artifact: Target creature you control gets +2/+0 until end of turn. , , Exile an artifact card with mana value X from your graveyard: Create two tokens that are copies of the exiled card. Activate only as a sorcery.

    Zirda, the Dawnwaker #233p Legendary Creature — Elemental Fox

    Info

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

    Abilities/Keywords

    Companion

    Rules

  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities (such as cycling) and will have colons in their reminder text.
  • Activating Zirda's last ability after a creature has blocked won't remove the blocking creature from combat or cause the creature it blocked to become unblocked.
  • An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate.
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • Effects that reduce the generic mana cost of an activation cost can't reduce that cost's colored mana requirements. The activation cost is reduced by only {1} if doing so reduces that cost to one mana. For example, a cycling cost of {2} would become {1}, and one of {1}{R} would become {R}. The activation cost is unaffected if it already costs one or zero mana (such as the activation cost of Zirda's last ability).
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Permanent cards are artifact, creature, enchantment, land, and planeswalker cards. Land cards with basic land types have intrinsic activated mana abilities associated with those types.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Tcgplayer 2.09 USD / 4.24 USD
    Cardkingdom 3.99 USD / 7.99 USD
    Manapool 4.41 USD
    Cardmarket 1.09 EUR / 1.49 EUR

    Legalities

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

    Text

    Companion — Each permanent card in your starting deck has an activated ability. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Abilities you activate that aren't mana abilities cost less to activate. This effect can't reduce the mana in that cost to less than one mana. , : Target creature can't block this turn.