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"Find me cards equivalent to: Military Discipline"

Equivalent cards to Military Discipline (White, Enchantment — Aura, flash, temporary first strike, +1/+0):
1. Mighty Leap (White, Instant, gives +2/+2 & flying until end of turn) — Similar flash boost but not an Aura.
2. Defang (White, Enchantment — Aura, but removes abilities/power) — Aura, but different effect.
3. Sentinel's Eyes (White, Enchantment — Aura, flashback, gives vigilance and +1/+1) — Aura granting stat boost and keyword, but not flash or first strike.
4. Dermotaxi's Maneuver (no such card, included to clarify): There’s almost no direct equivalent Aura in white with both flash and temporary first strike at common/uncommon.

Closest is Military Discipline itself for its unique mix. Most similar white Auras grant keywords or stat boosts (like Sentinel's Eyes), but lack both flash and enters-the-battlefield (ETB) first strike.

Short reason: Military Discipline is unique—white Auras with temporary keyword via flash are rare. Sentinel’s Eyes is close but lacks flash/ETB.

Found Cards

4 Results

Defang

Mighty Leap

Military Discipline

Sentinel's Eyes

Defang #15 Enchantment — Aura

Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.47 USD 0.13 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.07 EUR / 0.27 EUR
    Manapool / 0.23 USD 0.15 USD

    Legalities

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

    Text

    Enchant creature Prevent all damage that would be dealt by enchanted creature.

    Mighty Leap #28 Instant

    Info

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

    Rules

  • Giving a creature flying after it’s already been blocked won’t change or undo that block. If you want to affect what can block the creature, you must cast Mighty Leap during the declare attackers step at the latest.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.14 EUR 0.03 EUR
    Tcgplayer 0.07 USD
    Manapool / 0.15 USD 0.15 USD

    Legalities

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

    Text

    Target creature gets +2/+2 and gains flying until end of turn.

    Military Discipline #17 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.18 EUR 0.07 EUR
    Tcgplayer / 0.23 USD 0.24 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

    Flash Enchant creature When this Aura enters, enchanted creature gains first strike until end of turn. Enchanted creature gets +1/+0.

    Sentinel's Eyes #168 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant Escape

    Rules

  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
  • Escape's permission doesn't change when you may cast the spell from your graveyard.
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
  • Prices

    Seller Price
    Tcgplayer 0.31 USD
    Cardmarket 0.21 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +1/+1 and has vigilance. Escape—, Exile two other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)