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"Find me cards equivalent to: Four Knocks"

Equivalent cards to Four Knocks (Enchantment, W, Vanishing, draws cards in upkeep/main phase) in white:
1. Out of Time — White enchantment with Vanishing; clears creatures until it leaves.
2. Oblivion Ring — Same color/type; handles board, but no draw/vanishing.
3. Mesa Enchantress — Same color, card-draw on enchantment cast (not upkeep).
4. Court of Grace — White enchantment, draws card and creates tokens if you're monarch.

Closest in function for white is Court of Grace, but none match exactly. Out of Time shares Vanishing and timing. White rarely combines Vanishing and drawing cards.

Found Cards

5 Results

Court of Grace

Four Knocks

Mesa Enchantress

Oblivion Ring

Out of Time

Court of Grace #2685 Enchantment

Info

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

    Rules

  • If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
  • If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
  • If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
  • The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
  • There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
  • Prices

    Seller Price
    Tcgplayer / 21.37 USD 22.49 USD
    Cardkingdom 27.99 USD / 29.99 USD
    Cardmarket 18.92 EUR / 20.69 EUR
    Manapool / 21.13 USD 22.88 USD

    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 become the monarch. At the beginning of your upkeep, create a 1/1 white Spirit creature token with flying. If you're the monarch, create a 4/4 white Angel creature token with flying instead.

    Four Knocks #931 Enchantment

    Info

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

    Abilities/Keywords

    Vanishing

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.76 EUR
    Cardkingdom 2.99 USD
    Manapool 2.34 USD
    Tcgplayer 4.49 USD

    Legalities

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

    Text

    Vanishing 4 (This enchantment enters with four time counters on it. At the beginning of your upkeep, remove a timecounterfrom it. When the last is removed,sacrificeit.) At the beginning of your first main phase, draw a card.

    Mesa Enchantress #267 Creature — Human Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 0/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Enchantments put onto the battlefield without being cast won't cause Mesa Enchantress's ability to trigger.
  • If the enchantment spell is countered, Mesa Enchantress's ability still resolves and causes you to draw a card.
  • Mesa Enchantress's ability will resolve before the spell that caused it to trigger.
  • Prices

    Seller Price
    Cardkingdom / 2.99 USD 1.29 USD
    Tcgplayer / 0.71 USD 0.62 USD
    Manapool / 0.62 USD 0.37 USD
    Cardmarket 0.51 EUR / 1.47 EUR

    Legalities

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

    Text

    Whenever you cast an enchantment spell, you may draw a card.

    Oblivion Ring #B8 Enchantment

    Info

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

    Rules

  • If Oblivion Ring leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted nonland permanent forever.
  • If there are no nonland permanents on the battlefield other than an Oblivion Ring, and the card it exiled was another Oblivion Ring, casting a third Oblivion Ring will result in an involuntary infinite loop that will end the game in a draw (unless someone chooses to break it by putting another nonland permanent onto the battlefield or destroying one of the Oblivion Rings, for example).
  • If the exiled card is an Aura, that card’s owner chooses what it will enchant as it comes back onto the battlefield. An Aura put onto the battlefield this way doesn’t target anything, but the Aura’s enchant ability restricts what it can be attached to. If the Aura can’t legally be attached to anything, it remains exiled forever.
  • Auras attached to the exiled permanent will be put into their owners’ graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
  • 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

    When this enchantment enters, exile another target nonland permanent. When this enchantment leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Out of Time #23p Enchantment

    Info

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

    Abilities/Keywords

    Vanishing

    Rules

  • A creature phased out by Out of Time doesn't phase in during its controller's untap step as normal.
  • Any continuous effects with a "for as long as" duration, such as that of Tide Shaper, ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banisher Priest, won't happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.
  • If Out of Time happens to be a creature when its enter the battlefield trigger resolves, it will phase out along with all other creatures. You'll never remove the last counter since it's phased out, so all creatures will remain phased out indefinitely.
  • If Out of Time leaves the battlefield before its enter the battlefield trigger resolves, creatures will untap, but they won't phase out.
  • If there are no creatures on the battlefield when Out of Time's triggered ability resolves, nothing phases out and Out of Time won't get any time counters. It will remain on the battlefield and won't be sacrificed, since the last time counter will never be removed.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.
  • Prices

    Seller Price
    Cardkingdom / 3.49 USD 0.79 USD
    Manapool 0.51 USD / 1.96 USD
    Cardmarket / 0.44 EUR 0.42 EUR
    Tcgplayer / 1.95 USD 0.5 USD

    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, untap all creatures, then those creatures phase out until this enchantment leaves the battlefield. Put a timecounteron this enchantment for each creature that phased out this way. Vanishing (At the beginning of your upkeep, remove a timecounterfrom this enchantment. When the last is removed,sacrificeit.)