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"Find me cards equivalent to: Harm's Way"

Cards equivalent to Harm's Way (White instants that prevent or redirect damage):

  • Deflecting Palm (prevents damage and reflects it, but is red/white)
  • Soul Parry (prevents damage, but doesn't redirect)
  • Comeuppance (prevents and reflects damage, but at a larger scale)
  • Mending Hands (prevents damage only)

Closest mono-white instant: Mending Hands (Instant, W—Prevent next 4 damage that would be dealt to any target this turn).


Reason:
White rarely redirects damage, mostly prevents it. Harm's Way is unique among mono-white instants for redirecting.

Found Cards

5 Results

Comeuppance

Deflecting Palm

Harm's Way

Mending Hands

Soul Parry

Comeuppance #1 Instant

Info

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

    Rules

  • Comeuppance's effect is not a redirection effect. If it prevents damage, Comeuppance (not the original source) deals damage to the permanent or player as part of that prevention effect. Comeuppance is the source of the new damage, so the characteristics of the original source (such as its color, or whether it had lifelink or deathtouch) don't affect the new damage. The new damage is not combat damage, even if the prevented damage was.
  • Prices

    Seller Price
    Tcgplayer / 5.99 USD 2.95 USD
    Cardkingdom 5.49 USD / 8.99 USD
    Cardmarket / 3.84 EUR 2.05 EUR
    Manapool / 6.19 USD 2.71 USD

    Legalities

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

    Text

    Prevent all damage that would be dealt to you and planeswalkers you control this turn by sources you don't control. If damage from a creature source is prevented this way, Comeuppance deals that much damage to that creature. If damage from a noncreature source is prevented this way, Comeuppance deals that much damage to the source's controller.

    Deflecting Palm #128 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Deflecting Palm doesn't target any permanent or player. You choose a source of damage as Deflecting Palm resolves.
  • If multiple prevention and/or replacement effects are trying to apply to the same damage, the player who would be dealt damage chooses the order in which to apply them.
  • Prices

    Seller Price
    Tcgplayer 3.16 USD
    Cardkingdom 2.49 USD
    Cardmarket 2.37 EUR
    Manapool 2.08 USD

    Legalities

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

    Text

    The next time a source of your choice would deal damage to you this turn, prevent that damage. If damage is prevented this way, Deflecting Palm deals that much damage to that source's controller.

    Harm's Way #14 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • After Harm’s Way resolves, it no longer checks to see if the target is a legal target. However, if that permanent or player can’t be dealt damage at the time the chosen source would deal damage (perhaps because the creature is no longer on the battlefield or is no longer a creature, or because the player is no longer in the game), the damage can’t be redirected. It’s dealt to the original recipient.
  • As you cast Harm’s Way, you target that the redirected damage will be dealt to. As Harm’s Way resolves, you choose a source of damage. You never choose the original recipient of the damage; Harm’s Way will apply to whatever the chosen source tries to deal damage to, as long as it’s you or a permanent you control.
  • Harm’s Way has no effect on damage that’s already been dealt.
  • If the chosen source would deal just 1 damage to you or a permanent you control, Harm’s Way’s effect will redirect that damage and still have a “shield” left for another 1 damage from that source later in the turn.
  • If the chosen source would simultaneously deal damage to multiple permanents you control (like Pyroclasm could) or to you and at least one permanent you control (like Earthquake could), Harm’s Way will redirect just 2 of that damage. It won’t redirect the next 2 damage that would be dealt to each recipient. You choose which 2 damage is redirected. If you like, you can choose to redirect 1 damage that would be dealt by the chosen source to each of two different recipients.
  • Prices

    Seller Price
    Cardmarket 0.31 EUR / 0.89 EUR
    Manapool 0.15 USD / 0.68 USD
    Cardkingdom 0.35 USD
    Tcgplayer 0.1 USD / 1.31 USD

    Legalities

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

    Text

    The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.

    Mending Hands #29 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.18 EUR 0.13 EUR
    Manapool 0.15 USD
    Tcgplayer 0.22 USD / 0.48 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Prevent the next 4 damage that would be dealt to any target this turn.

    Soul Parry #21 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Soul Parry prevents all damage the targeted creatures would deal this turn, not just combat damage.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer 0.06 USD / 0.47 USD
    Cardmarket / 0.21 EUR 0.04 EUR
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

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

    Text

    Prevent all damage one or two target creatures would deal this turn.