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"Find me cards equivalent to: Temple of Civilization"

Equivalent color cards to Temple of Civilization (colorless or mono-white lands, transformation or value):
1. Temple of Civilization (your card)
2. Westvale Abbey – Transforms after paying {5}, tapping, and sacrificing five creatures; adds {C}.
3. Arch of Orazca – {T}: Add {C}. Has ascend and card draw ability.
4. Emeria, the Sky Ruin – {T}: Add {W}. Returns a creature from graveyard at upkeep if you control seven Plains.

All are colorless or white lands with transform, modal, or condition-based value. None transform exactly the same as Temple of Civilization, but Westvale Abbey is the closest in theme.

Found Cards

2 Results

Arch of Orazca

Emeria, the Sky Ruin

Arch of Orazca #404 Land

Info

Color:
Identifies:
Cost:
Rarity: Special
Converted Cost: 0
Power/Toughness: /
Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD / 4.99 USD
    Cardmarket 0.41 EUR / 3.92 EUR
    Manapool / 7.54 USD 0.21 USD
    Tcgplayer 0.49 USD / 5.85 USD

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) : Add . , : Draw a card. Activate only if you have the city's blessing.

    Emeria, the Sky Ruin #368 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Emeria, the Sky Ruin's triggered ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless you control seven or more Plains as your upkeep starts, and (2) the ability will do nothing if you control fewer than seven Plains by the time it resolves.
  • Prices

    Seller Price
    Cardkingdom 8.49 USD
    Manapool 4.87 USD
    Cardmarket 4.35 EUR
    Tcgplayer 5.85 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 land enters tapped. At the beginning of your upkeep, if you control seven or more Plains, you may return target creature card from your graveyard to the battlefield. : Add .