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Cards similar to Chief Engineer (400)

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Research Assistant

Research Assistant

Creature — Human Wizard (1/3)

, : Draw a card, then discard a card.

0.5 /10
$0.10
Rimewind Taskmage

Rimewind Taskmage

Creature — Human Wizard (1/2)

, : You may tap or untap target permanent. Activate only if you control four or more snow permanents.

4.9 /10
$0.25
Ringskipper

Ringskipper

Creature — Faerie Wizard (1/1)

Flying
When Ringskipper dies, clash with an opponent. If you win, return Ringskipper to its owner's hand. (Each clashing player reveals the top card of their library, then puts that card on the top or bottom. A player wins if their card had a higher mana value.)

3.7 /10
$0.16
Riptide Mangler

Riptide Mangler

Creature — Beast (0/3)

: Change Riptide Mangler's base power to target creature's power. (This effect lasts indefinitely.)

1.3 /10
$0.23
Riptide Turtle

Riptide Turtle

Creature — Turtle (0/5)

Flash
Defender

7.7 /10
$0.08
River Herald Scout

River Herald Scout

Creature — Merfolk Scout (1/2)

When River Herald Scout enters the battlefield, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on this creature, then put the card back or put it into your graveyard.)

4.7 /10
$0.02
River Merfolk

River Merfolk

Creature — Merfolk (2/1)

: River Merfolk gains mountainwalk until end of turn. (It can't be blocked as long as defending player controls a Mountain.)

0.9 /10
$0.90
River Sneak

River Sneak

Creature — Merfolk Warrior (1/1)

River Sneak can't be blocked.
Whenever another Merfolk enters the battlefield under your control, River Sneak gets +1/+1 until end of turn.

6.6 /10
$0.09
Rootwater Thief

Rootwater Thief

Creature — Merfolk Rogue (1/2)

: Rootwater Thief gains flying until end of turn.
Whenever Rootwater Thief deals combat damage to a player, you may pay . If you do, search that player's library for a card and exile it, then the player shuffles.

5 /10
$2.86
SNEAK Dispatcher

S.N.E.A.K. Dispatcher

Creature — Human Spy (2/1)

, : Look at the top card of target player's library. If it has an Agents of S.N.E.A.K. watermark, you may reveal it and put it into your hand. Otherwise, put it on the top or bottom of its owner's library.

10 /10
$0.09
Sage Owl

Sage Owl

Creature — Bird (1/1)

Flying
When Sage Owl enters the battlefield, look at the top four cards of your library, then put them back in any order.

6.5 /10
$0.16
Sages Row Savant

Sage's Row Savant

Creature — Vedalken Wizard (2/1)

When Sage's Row Savant enters the battlefield, scry 2.

3.6 /10
$0.02
Saiba Cryptomancer

Saiba Cryptomancer

Creature — Moonfolk Ninja (0/1)

Flash
Backup 1 (When this creature enters the battlefield, put a +1/+1 counter on target creature. If that's another creature, it gains the following ability until end of turn.)
Hexproof

6.7 /10
$0.06
Saprazzan Heir

Saprazzan Heir

Creature — Merfolk (1/1)

Whenever Saprazzan Heir becomes blocked, you may draw three cards.

3.8 /10
$1.43
School of Piranha

School of Piranha

Creature — Fish (3/3)

At the beginning of your upkeep, sacrifice School of Piranha unless you pay .

0.3 /10
$0.13
Screeching Skaab

Screeching Skaab

Creature — Zombie (2/1)

When Screeching Skaab enters the battlefield, mill two cards.

3.2 /10
$0.10
Sea Eagle

Sea Eagle

Creature — Bird (1/1)

Flying

0.3 /10
$0.17
Sea Scryer

Sea Scryer

Creature — Merfolk Wizard (1/1)

: Add .
, : Add .

5.8 /10
$0.24
Sea Sprite

Sea Sprite

Creature — Faerie (1/1)

Flying, protection from red

2.2 /10
$0.34
Seacoast Drake

Seacoast Drake

Creature — Drake (1/3)

Flying

1.3 /10
$0.04
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