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"Find me cards equivalent to: Cloudsteel Kirin"

Equivalent cards to Cloudsteel Kirin (Artifact Creature/Equipment, White, grants You can't lose the game & flying):
1. Platinum Angel

  • Artifact Creature, Colorless
  • You can't lose the game and your opponents can't win the game.
  • Example:

    Platinum Angel
    Flying
    2. Nine Lives

  • Enchantment, White
  • Prevents you from losing the game under specific conditions.
    3. Gideon of the Trials
  • Planeswalker, White
  • Emblem gives You can't lose the game as long as you control a Gideon.


Reason: All these cards are White (or colorless artifact), and give You can't lose the game or similar protection. Cloudsteel Kirin is unique in being Equipment, but these share the closest effect.

Found Cards

4 Results

Cloudsteel Kirin

Gideon of the Trials

Nine Lives

Platinum Angel

Cloudsteel Kirin #364 Artifact Creature — Equipment Kirin

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/2
Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Kirin
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • If you control a creature equipped with Cloudsteel Kirin in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
  • If you have 0 or less life while Cloudsteel Kirin is equipped to a creature, activating reconfigure to attach Cloudsteel Kirin to another creature you control doesn't cause you to lose the game. You would lose the game if Cloudsteel Kirin becomes unattached or becomes attached to a creature you don't control.
  • No game effect can cause you to lose the game or cause any opponent to win the game while you control a creature equipped with Cloudsteel Kirin. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're at the end of your Nine Lives, your opponent is a Triskaidekaphile, or so on. You keep playing.
  • Other circumstances can still cause you to lose the game. For example, you will lose a game if you concede or if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a tournament rules infraction.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Tcgplayer 0.62 USD / 1.01 USD
    Manapool 0.5 USD / 1 USD
    Cardmarket / 0.74 EUR 0.51 EUR
    Cardkingdom / 2.99 USD 1.49 USD

    Legalities

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

    Text

    Flying Equipped creature has flying and "You can't lose the game and your opponents can't win the game." Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Gideon of the Trials #14s Legendary Planeswalker — Gideon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Gideon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Gideon's first ability will continue to prevent damage dealt by the target permanent even if Gideon leaves the battlefield before your next turn.
  • Gideon's second ability causes him to become a creature with the creature types Human and Soldier. He remains a planeswalker with the planeswalker type Gideon. (He also retains any other card types or subtypes he may have had.) Each subtype is correlated to the proper card type: planeswalker is only a type (not a creature type), and Human and Soldier are just creature types (not planeswalker types).
  • Gideon's second ability doesn't count as a creature entering the battlefield. Gideon was already on the battlefield; he only changed his types.
  • If Gideon becomes a creature the same turn he enters the battlefield, you can't attack with him or use any of his {T} abilities (if he gains any).
  • If Gideon leaves the battlefield after giving you his emblem, you'll keep the emblem. Its effect will apply again later if another Gideon comes under your control.
  • If damage that can't be prevented is dealt to Gideon after his second ability has resolved, that damage will have all applicable results: specifically, the damage is marked on Gideon (since he's a creature) and that damage causes that many loyalty counters to be removed from him (since he's a planeswalker). Even though he has indestructible, if Gideon has no loyalty counters on him, he's put into his owner's graveyard.
  • If you have Gideon's emblem in a Two-Headed Giant game and control a Gideon planeswalker, your team can't lose the game and the opposing team can't win the game. If your teammate controls a Gideon planeswalker but you do not, your emblem's effect doesn't apply.
  • No game effect can cause you to lose the game or cause any opponent to win the game while Gideon's emblem is in effect. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're at your Glorious End, your opponent casts a second Approach of the Second Sun, or so on. You keep playing.
  • Other circumstances can still cause you to lose the game. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your Magic Online® game clock runs out of time.
  • Prices

    Seller Price
    Cardkingdom 6.99 USD
    Tcgplayer 4.37 USD
    Cardmarket 3.84 EUR
    Manapool 4.56 USD

    Legalities

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

    Text


    +1 Until your next turn, prevent all damage target permanent would deal.
    0 Until end of turn, Gideon becomes a 4/4 Human Soldier creature with indestructible that's still a planeswalker. Prevent all damage that would be dealt to him this turn.
    0 You get an emblem with "As long as you control a Gideon planeswalker, you can't lose the game and your opponents can't win the game."

    Nine Lives #3 Enchantment

    Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • If damage that a source would deal to you can't be prevented, you still put an incarnation counter on Nine Lives.
  • If more than one source deals damage to you at once, prevent the damage from each of them and put that many incarnation counters on Nine Lives, even if this causes more than nine incarnation counters to be on Nine Lives. Leave it to cats to abuse loopholes.
  • If you counter the first triggered ability or otherwise remove it from the stack, it will just trigger again immediately if Nine Lives still has nine or more incarnation counters on it.
  • Once the first triggered ability is on the stack, it won't trigger again, even if more damage is prevented and more incarnation counters are put onto it.
  • The last ability of Nine Lives triggers no matter how it leaves the battlefield.
  • Prices

    Seller Price
    Cardkingdom / 9.99 USD 3.49 USD
    Tcgplayer / 6.81 USD 2.9 USD
    Manapool / 4.57 USD 0.98 USD
    Cardmarket / 5.18 EUR 1.85 EUR

    Legalities

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

    Text

    Hexproof If a source would deal damage to you, prevent that damage and put an incarnationcounteron this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.

    Platinum Angel #1 Artifact Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: 4/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
  • You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
  • If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
  • No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
  • Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying You can't lose the game and your opponents can't win the game.