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"Find me cards equivalent to: Heroes Remembered"

Equivalent cards to Heroes Remembered (White, Sorcery, large life gain):
1. Beacon of Immortality – Instant, doubles target player's life total.
2. Approach of the Second Sun – Sorcery, not direct life gain but similar “big effect.”
3. Deploy to the Front – Sorcery, creates Soldier tokens equal to creatures, more board than life gain.
4. Invincible Hymn – Sorcery, gain life equal to cards in your library (large potential gain).

All above are White, Sorcery, and grant large life gain or game-altering effects, most similar in theme and impact, though Heroes Remembered is the only one with Suspend.

Found Cards

5 Results

Approach of the Second Sun

Beacon of Immortality

Deploy to the Front

Heroes Remembered

Invincible Hymn

Approach of the Second Sun #Q06-1 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 6.35 USD

    Legalities

    Alchemy Brawl Commander Competitivebrawl 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.

    Beacon of Immortality #E02-1 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Double

    Rules

  • If you double a negative life total, you do the real math. A life total of -10 becomes -20.
  • Beacon of Immortality’s effect counts as life gain (or life loss, if the life total was negative) for effects that trigger on or replace life gain (or life loss).
  • If a Beacon is countered or doesn’t resolve, it’s put into its owner’s graveyard, not shuffled into the library.
  • Prices

    Seller Price
    Manapool 14.02 USD
    Cardkingdom 18.99 USD
    Tcgplayer 14.76 USD
    Cardmarket 8.53 EUR

    Legalities

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

    Text

    Double target player's life total.ShuffleBeacon of Immortality into its owner's library.

    Deploy to the Front #184 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 3.49 USD
    Manapool 1.56 USD
    Tcgplayer 2.08 USD
    Cardmarket 0.59 EUR

    Legalities

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

    Text

    Create X 1/1 white Soldier creature tokens, where X is the number of creatures on the battlefield.

    Heroes Remembered #7 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Suspend

    Rules

  • Cards exiled with suspend are exiled face up.
  • Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
  • Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
  • If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
  • If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
  • If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
  • If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
  • Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
  • The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
  • When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
  • You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
  • Prices

    Seller Price
    Manapool 0.45 USD / 104.18 USD
    Cardmarket / 1.6 EUR 0.37 EUR
    Tcgplayer 1.53 USD / 7.68 USD
    Cardkingdom / 5.99 USD 0.69 USD

    Legalities

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

    Text

    You gain 20 life. Suspend 10— (Rather than cast this card from your hand, you may pay and exile it with ten time counters on it. At the beginning of your upkeep, remove a timecounter When the last is removed, you may cast it without paying its mana cost.)

    Invincible Hymn #ALA-14 Sorcery

    Info

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

    Rules

  • For your life total to become the appropriate number, you actually gain or lose the necessary amount of life. For example, if your life total is 20 and your library has thirty-two cards in it when Invincible Hymn resolves, Invincible Hymn will cause you to gain 12 life. Other cards that interact with life gain or life loss will interact with Invincible Hymn accordingly.
  • Invincible Hymn checks the number of cards in your library just once: when it resolves. It doesn’t continuously modify your life total as your library size changes.
  • In a Two-Headed Giant game, Invincible Hymn will essentially set your team’s life total to the number of cards in your library. For example, suppose your team has 8 life and you have thirty cards in your library. Your life total (being the same as your team’s life total) changes from 8 life to 30 life, for a net gain of 22 life. Your team’s life total becomes 30 (22 + 8).
  • Prices

    Seller Price
    Cardkingdom 1.99 USD
    Manapool 0.22 USD
    Tcgplayer 0.34 USD

    Legalities

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

    Text

    Count the number of cards in your library. Your life total becomes that number.