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AI 🤖 Find me cards equivalent to: Zirda, the Dawnwaker

Equivalent cards to Zirda, the Dawnwaker (in Boros: Red/White, with ability cost reduction theme) are rare, but here are a few with similar effects:

  • Heartstone (artifact that lowers activated abilities' costs)
  • Training Grounds (Blue, but reduces activated costs)
  • Biomancer’s Familiar (Simic, also reduces activated abilities)
  • Syr Carah, the Bold (Red, interacts with activated ability triggers)
  • Illusionist's Bracers (artifact, copies activated abilities)

TL;DR: Zirda, the Dawnwaker is almost unique for Boros, but for cost reduction, Heartstone is closest.

Results:

Heartstone #STH-134 Artifact

Info

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

    Rules

  • It will never reduce any colored mana portion of an activation cost.
  • It will not add a {1} to abilities with no generic mana in their activation cost.
  • The cost reduction can be applied to additional costs.
  • Can’t reduce Snow mana costs.
  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price
    Tcgplayer 2.07 USD
    Cardmarket 1.84 EUR
    Cardkingdom 2.49 USD
    Cardsphere 1.05 USD

    Legalities

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

    Text

    Activated abilities of creatures cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Illusionist's Bracers #260 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

  • An activated ability is written in the form "Cost: Effect."
  • If Illusionist's Bracers somehow becomes equipped to a creature an opponent controls, and an activated ability (that isn't a mana ability) of that creature is activated, you will control the copy of that ability.
  • If the ability has {X} in its cost, the value of X is copied.
  • If the ability is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.
  • If the cost of an activated ability requires Illusionist's Bracers or the equipped creature to be sacrificed, the ability won't be copied. At the time the ability is considered activated (after all costs are paid), Illusionist's Bracers is no longer equipped to that creature.
  • The copy will have the same targets as the ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • A mana ability is an ability that (1) isn't a loyalty ability, (2) doesn't target, and (3) could add mana when it resolves.
  • Prices

    Seller Price
    Tcgplayer 4.84 USD / 4.34 USD
    Cardmarket 2.3 EUR / 2.81 EUR
    Cardkingdom 5.99 USD / 4.99 USD
    Cardsphere 4.95 USD

    Legalities

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

    Text

    Whenever an ability of equipped creature is activated, if it isn't a mana ability, copy that ability. You may choose new targets for the copy. Equip

    Syr Carah, the Bold #145 Legendary Creature — Human Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Syr Carah or an instant or sorcery spell you control deals damage to two or more players at the same time, Syr Carah's first ability triggers for each of those players.
  • If you don't play the exiled card, it remains in exile.
  • Playing an exiled card causes it to leave exile. You can't play it multiple times.
  • Syr Carah doesn't change when you can cast the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.
  • Syr Carah's first ability triggers even if Syr Carah is dealt lethal damage at the same time that it or an instant or sorcery spell you control deals damage to a player.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.36 USD
    Cardmarket 0.06 EUR / 0.16 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.23 USD

    Legalities

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

    Text

    Whenever Syr Carah or an instant or sorcery spell you control deals damage to a player, exile the top card of your library. You may play that card this turn. : Syr Carah deals 1 damage to any target.

    Training Grounds #6 Enchantment

    Info

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

    Rules

  • Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's {X}{R} cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text.
  • If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of {1}.
  • Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced.
  • Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes {X}. For example, Drana, Kalastria Bloodchief has an activated ability that costs {X}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. This is true even if the ability states that {X} must be paid with a certain color of mana, as Crimson Hellkite's ability does.
  • Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is {2}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}.
  • Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Urabrask has an activated ability that costs {R}, and Suppression Field says "Activated abilities cost {2} more to activate unless they're mana abilities." Since activating Urabrask's activated ability would now cost {2}{R}, Training Grounds reduces that cost back to {R}.
  • Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any.
  • Prices

    Seller Price
    Tcgplayer 10.94 USD
    Cardkingdom 13.99 USD

    Legalities

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

    Text

    Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    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 0.86 USD / 2.85 USD
    Cardmarket 0.95 EUR / 2.02 EUR
    Cardkingdom 2.79 USD / 4.99 USD
    Cardsphere 0.78 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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.

    Heartstone Artifact Normal - ~$1.86

    Illusionist's Bracers Artifact — Equipment Normal - ~$4.32

    Syr Carah, the Bold Legendary Creature — Human Knight Normal - ~$0.26

    Training Grounds Enchantment Normal - ~$12.47

    Zirda, the Dawnwaker Legendary Creature — Elemental Fox Normal - ~$2.18

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