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"Find me cards equivalent to: Form of the Approach of the Second Sun"

There are no cards exactly equivalent to Form of the Approach of the Second Sun, but similar white enchantments with alternate win conditions or life gain triggers include:

  • Felidar Sovereign (Creature – win if you have 40+ life)
  • Test of Endurance (Enchantment – win if you have 50+ life)
  • Approach of the Second Sun (Sorcery – win if cast a second time from hand)
  • Divine Intervention (Enchantment – game ends in a draw after 2 turns)


Reason: These all involve alternative win conditions or significant life gain, and are all white or mostly white. No enchantment mirrors the self-draw win exactly, but these are the closest in color and theme.

Found Cards

5 Results

Approach of the Second Sun

Divine Intervention

Felidar Sovereign

Form of the Approach of the Second Sun

Test of Endurance

Approach of the Second Sun #1826 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 7
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A card that changes zones is considered a new object, so casting the same Approach of the Second Sun card on a later turn is “another spell” named Approach of the Second Sun.
  • A copy of a spell isn't cast, so it won't count as the first nor as the second Approach of the Second Sun.
  • As your second Approach of the Second Sun resolves, it checks only whether the first one was cast, not whether the first one resolved. If your first Approach of the Second Sun was countered, you'll still win the game as your second one resolves.
  • If you have fewer than six cards in your library, you'll put Approach of the Second Sun on the bottom of your library. Otherwise, you'll lift up the top six cards without looking at them and place Approach of the Second Sun just under them.
  • The second Approach of the Second Sun that you cast must be cast from your hand, but first may have been cast from anywhere.
  • Approach of the Second Sun has no effect until it's resolving. If the second one you cast is countered, you won't win the game.
  • Prices

    Seller Price
    Manapool 14.26 USD
    Cardkingdom 16.99 USD
    Tcgplayer 14.24 USD
    Cardmarket 10.29 EUR

    Legalities

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

    Text

    If this spell was cast from your hand and you've cast another spell named Approach of the Second Sun this game, you win the game. Otherwise, put Approach of the Second Sun into its owner's library seventh from the top and you gain 7 life.

    Divine Intervention #8 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Divine Intervention’s third ability triggers only if its controller removes the last intervention counter from it. It doesn’t matter how that happens. For example, if you control Divine Intervention and the last intervention counter is removed as a result of a Clockspinning you control, the ability will trigger. On the other hand, if the last intervention counter is removed as a result of a Clockspinning another player controls, the ability won’t trigger (and won’t ever be able to).
  • In a multiplayer game played with the limited range of influence option, Divine Intervention won’t necessarily end the entire game when its third ability resolves. All players within range of Divine Intervention will leave the game. They’ll neither win nor lose; as far as they’re concerned, the result of the game is a draw. All other players will continue playing.
  • When Divine Intervention’s third ability resolves, the game ends immediately. The game is a draw, meaning neither player wins and neither player loses.
  • Prices

    Seller Price
    Tcgplayer 151.13 USD
    Cardmarket 95.29 EUR
    Cardkingdom 179.99 USD
    Manapool 101.06 USD

    Legalities

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

    Text

    This enchantment enters with two intervention counters on it. At the beginning of your upkeep, remove an interventioncounterfrom this enchantment. When you remove the last interventioncounterfrom this enchantment, the game is a draw.

    Felidar Sovereign #26★ Creature — Cat Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 4/6
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Lifelink Vigilance

    Rules

  • Felidar Sovereign's triggered ability checks to see if you have 40 or more life as your upkeep begins. If you don't, the ability won't trigger at all. If you do, the ability will check again as it tries to resolve. If you don't have 40 or more life at that time, the ability won't do anything.
  • In a Two-Headed Giant game, your life total is the same as your team's life total. As such, the ability triggers if your team has 40 or more life.
  • Prices

    Seller Price
    Tcgplayer 3.41 USD
    Cardmarket 3.99 EUR
    Manapool 2.61 USD

    Legalities

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

    Text

    Vigilance (Attacking doesn't cause this creature to tap.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) At the beginning of your upkeep, if you have 40 or more life, you win the game.

    Form of the Approach of the Second Sun #9 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As clever as it may be, drawing a picture of yourself doesn’t count as drawing yourself in this context.
  • As long as you’re still in your library, you’ll remain a card even if Form of the Approach of the Second Sun leaves the battlefield.
  • If Form of . . . you know . . . leaves the battlefield, there will be no consequence for cards falling off your head. Just put the cards back and try not to knock your library over in the middle of the game. Of course, you won’t win the game for drawing yourself either. You’ll just stop being a card and the game will continue.
  • If you draw yourself, you stop being a card, but you don’t immediately draw another card to replace yourself.
  • If you put yourself into your hand (ow) without drawing yourself, such as with a “tutor” effect, you’ll just stop being a card. The ability that has you win the game won’t trigger.
  • If you put yourself somewhere else in your library without shuffling, all cards on top of you should be balanced on your head. This is also true if cards are put on top of your library while you’re in that library.
  • If you’re on top of your library, and the top card of your library is revealed, this should have no effect on what you’re wearing.
  • No player may physically interfere with you or touch you in any way to try and get the cards on top of you to fall. If another player is instructed to touch your library while you are a card, communicate with them to follow the instructions safely and comfortably. For example, if an opponent is instructed to look at the top card of your library, you should hand them that card, and so on.
  • To balance cards on top of your head, the cards must be above your head and physically connected to your head in some way, held up only by gravity. The cards don’t have to be touching your head, so they can be balanced on top of a hat, for example, but you can’t put something on top of them or use adhesives to keep them in place. A good test to see if you’re balancing them properly is that the cards should be able to fall off if you tilt your head until it is horizontal.
  • While in your library, you are a planeswalker card, but you don’t have a mana cost or any other characteristics. If instructed to search for a planeswalker card or for any card, you could find yourself (literally as well as spiritually).
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.18 USD
    Tcgplayer 0.14 USD / 0.19 USD
    Cardkingdom / 0.49 USD 0.49 USD
    Cardmarket / 0.3 EUR 0.13 EUR

    Legalities

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

    Text

    When this enchantment enters, you gain 7 life. You become a card until you leave your library or that library is shuffled. Put yourself seventh from the top, balancing the cards on top of you on your head. When you draw yourself, you win the game. When one or more cards fall off your head, exile them and all cards on your head, thensacrificethis enchantment.

    Test of Endurance #1840 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Test of Endurance’s ability will check your life total as your upkeep begins, before any player has the opportunity to take any actions. If you don’t have 50 or more life at that time, the ability won’t trigger at all. If the ability does trigger, it will check again as it tries to resolve. If your life total has fallen below 50 at that point, the ability won’t have any effect.
  • Prices

    Seller Price
    Cardkingdom 5.99 USD
    Cardmarket 2.53 EUR
    Tcgplayer 5.76 USD
    Manapool 5.8 USD

    Legalities

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

    Text

    At the beginning of your upkeep, if you have 50 or more life, you win the game.