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Grolnok  the Omnivore (Innistrad: Crimson Vow)

Grolnok, the Omnivore

Innistrad: Crimson Vow — Rare

Legendary Creature — Frog

Sets Grolnok, the Omnivore has been printed in:

Grolnok  the Omnivore (Innistrad: Crimson Vow)

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Cards like Grolnok, the Omnivore in Innistrad: Crimson Vow:

Hiveheart Shaman

Hiveheart Shaman

Creature — Human Shaman (3/5)

Whenever Hiveheart Shaman attacks, you may search your library for a basic land card that doesn't share a land type with a land you control, put that card onto the battlefield, then shuffle.
: Create a 1/1 green Insect creature token. Put X +1/+1 counters on it, where X is the number of basic land types among lands you control. Activate only as a sorcery.

2.6 /10
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Howlpack Piper  Wildsong Howler

Howlpack Piper // Wildsong Howler

Creature — Human Werewolf // Creature — Werewolf (2/2)

This spell can't be countered.
, : You may put a creature card from your hand onto the battlefield. If it's a Wolf or Werewolf, untap Howlpack Piper. Activate only as a sorcery.
Daybound (If a player casts no spells during their own turn, it becomes night next turn.)

Wildsong Howler

Whenever this creature enters or transforms into Wildsong Howler, look at the top six cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Nightbound (If a player casts at least two spells during their own turn, it becomes day next turn.)

8 /10
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Brine Comber  Brinebound Gift

Brine Comber // Brinebound Gift

Creature — Spirit // Enchantment — Aura (1/1)

Whenever Brine Comber enters or becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Brinebound Gift

Enchant creature
Whenever Brinebound Gift enters or enchanted creature becomes the target of an Aura spell, create a 1/1 white Spirit creature token with flying.
If Brinebound Gift would be put into a graveyard from anywhere, exile it instead.

4.2 /10
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Binding Geist  Spectral Binding

Binding Geist // Spectral Binding

Creature — Spirit // Enchantment — Aura (3/1)

Whenever Binding Geist attacks, target creature an opponent controls gets -2/-0 until end of turn.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Spectral Binding

Enchant creature
Enchanted creature gets -2/-0.
If Spectral Binding would be put into a graveyard from anywhere, exile it instead.

2.1 /10
$0.03
Distracting Geist  Clever Distraction

Distracting Geist // Clever Distraction

Creature — Spirit // Enchantment — Aura (2/1)

Whenever Distracting Geist attacks, tap target creature defending player controls.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Clever Distraction

Enchant creature
Enchanted creature has "Whenever this creature attacks, tap target creature defending player controls."
If Clever Distraction would be put into a graveyard from anywhere, exile it instead.

4.4 /10
$0.03
Faithbound Judge  Sinners Judgment

Faithbound Judge // Sinner's Judgment

Creature — Spirit Soldier // Enchantment — Aura Curse (4/4)

Defender, flying, vigilance
At the beginning of your upkeep, if Faithbound Judge has two or fewer judgment counters on it, put a judgment counter on it.
As long as Faithbound Judge has three or more judgment counters on it, it can attack as though it didn't have defender.
Disturb

Sinner's Judgment

Enchant player
At the beginning of your upkeep, put a judgment counter on Sinner's Judgment. Then if there are three or more judgment counters on it, enchanted player loses the game.
If Sinner's Judgment would be put into a graveyard from anywhere, exile it instead.

7.2 /10
$0.64
Savior of Ollenbock

Savior of Ollenbock

Creature — Human Soldier (1/2)

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever Savior of Ollenbock trains, exile up to one other target creature from the battlefield or creature card from a graveyard.
When Savior of Ollenbock leaves the battlefield, put the exiled cards onto the battlefield under their owners' control.

5.6 /10
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Runo Stromkirk  Krothuss Lord of the Deep

Runo Stromkirk // Krothuss, Lord of the Deep

Legendary Creature — Vampire Cleric // Legendary Creature — (1/4)

Flying
When Runo Stromkirk enters, put up to one target creature card from your graveyard on top of your library.
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If a creature card with mana value 6 or greater is revealed this way, transform Runo Stromkirk.

Krothuss, Lord of the Deep

Flying
Whenever Krothuss, Lord of the Deep attacks, create a tapped and attacking token that's a copy of another target attacking creature. If that creature is a Kraken, Leviathan, Octopus, or Serpent, create two of those tokens instead.

7.1 /10
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Cemetery Prowler

Cemetery Prowler

Creature — Wolf (3/4)

Vigilance
Whenever Cemetery Prowler enters or attacks, exile a card from a graveyard.
Spells you cast cost less to cast for each card type they share with cards exiled with Cemetery Prowler.

8.5 /10
$4.51
Moldgraf Millipede

Moldgraf Millipede

Creature — Insect Horror (2/2)

When Moldgraf Millipede enters, mill three cards, then put a +1/+1 counter on Moldgraf Millipede for each creature card in your graveyard. (To mill three cards, put the top three cards of your library into your graveyard.)

7.1 /10
$0.03
Sigardian Paladin

Sigardian Paladin

Creature — Human Knight (4/4)

As long as you've put one or more +1/+1 counters on a creature this turn, Sigardian Paladin has trample and lifelink.
: Target creature you control with a +1/+1 counter on it gains trample and lifelink until end of turn.

4.8 /10
$0.06
Torens Fist of the Angels

Torens, Fist of the Angels

Legendary Creature — Human Cleric (2/2)

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever you cast a creature spell, create a 1/1 green and white Human Soldier creature token with training.

9.1 /10
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Edgar Charmed Groom  Edgar Markovs Coffin

Edgar, Charmed Groom // Edgar Markov's Coffin

Legendary Creature — Vampire Noble // Legendary Artifact (4/4)

Other Vampires you control get +1/+1.
When Edgar, Charmed Groom dies, return it to the battlefield transformed under its owner's control.

Edgar Markov's Coffin

At the beginning of your upkeep, create a 1/1 white and black Vampire creature token with lifelink and put a bloodline counter on Edgar Markov's Coffin. Then if there are three or more bloodline counters on it, remove those counters and transform it.

8.8 /10
$2.28
Cemetery Illuminator

Cemetery Illuminator

Creature — Spirit (2/3)

Flying
Whenever Cemetery Illuminator enters or attacks, exile a card from a graveyard.
You may look at the top card of your library any time.
Once each turn, you may cast a spell from the top of your library if it shares a card type with a card exiled with Cemetery Illuminator.

7 /10
$1.02
Hamlet Vanguard

Hamlet Vanguard

Creature — Human Warrior (1/1)

Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
Hamlet Vanguard enters with two +1/+1 counters on it for each other nontoken Human you control.

5.4 /10
$0.10
Katilda Dawnhart Martyr  Katildas Rising Dawn

Katilda, Dawnhart Martyr // Katilda's Rising Dawn

Legendary Creature — Spirit Warlock // Legendary Enchantment (0/0)

Flying, lifelink, protection from Vampires
Katilda, Dawnhart Martyr's power and toughness are each equal to the number of permanents you control that are Spirits and/or enchantments.
Disturb (You may cast this card from your graveyard transformed for its disturb cost.)

Katilda's Rising Dawn

Enchant creature
Enchanted creature has flying, lifelink, and protection from Vampires, and it gets +X/+X, where X is the number of permanents you control that are Spirits and/or enchantments.
If Katilda's Rising Dawn would be put into a graveyard from anywhere, exile it instead.

8.7 /10
$1.66
Wandering Mind

Wandering Mind

Creature — Horror (2/1)

Flying
When Wandering Mind enters, look at the top six cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

3.8 /10
$0.06
Cloaked Cadet

Cloaked Cadet

Creature — Human Ranger (2/4)

Training (Whenever this creature attacks with another creature with greater power, put a +1/+1 counter on this creature.)
Whenever one or more +1/+1 counters are put on one or more Humans you control, draw a card. This ability triggers only once each turn.

4.6 /10
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