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"Find me cards equivalent to: Empyrial Armor"

Equivalent cards to Empyrial Armor (white, Enchantment — Aura, hand-size matters):
1. Empyrial Armor — reference card.
2. Armored Ascension — Enchantment — Aura, gives enchanted creature +1/+1 for each Plains you control; also white.
3. Angelic Destiny — White Aura; gives +4/+4, flying, first strike, and makes the creature an Angel.
4. Celestial Mantle — White Aura; gives +3/+3, and doubles your life total on combat damage.


Reason:
None grant exactly +1/+1 per card in hand, but Armored Ascension is closest in color and variable sizing. No white aura matches hand-size-matters exactly besides Empyrial Armor.

Found Cards

4 Results

Angelic Destiny

Armored Ascension

Celestial Mantle

Empyrial Armor

Angelic Destiny #14 Enchantment — Aura

Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If Angelic Destiny is no longer in a graveyard when its triggered ability resolves, it won't be returned to its owner's hand.
  • If the creature dies before the Angelic Destiny spell resolves, Angelic Destiny will go to its owner's graveyard. It won't return to its owner's hand.
  • Prices

    Seller Price
    Tcgplayer 0.48 USD
    Manapool 0.15 USD
    Cardmarket 0.45 EUR
    Cardkingdom 0.99 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 +4/+4, has flying and first strike, and is an Angel in addition to its other types. When enchanted creature dies, return this card to its owner's hand.

    Armored Ascension #2 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • This ability counts the number of Plains controlled by Armored Ascension’s controller, not the enchanted creature’s controller (in case they’re different players).
  • This bonus is not fixed; it changes as the number of Plains you control changes.
  • The ability cares about lands with the land type Plains, not necessarily lands named Plains.
  • Prices

    Seller Price
    Manapool / 1.65 USD 0.19 USD
    Cardkingdom / 4.49 USD 0.35 USD
    Cardmarket 0.28 EUR / 1.63 EUR
    Tcgplayer 0.28 USD / 1.97 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 for each Plains you control and has flying.

    Celestial Mantle #6 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Double Enchant

    Rules

  • At the time the ability triggers, determine which creature Celestial Mantle is enchanting. As the ability resolves, determine who currently controls that creature (or, if it’s no longer on the battlefield, determine who controlled it when it left). That’s the player whose life total is doubled. It doesn’t matter who controls Celestial Mantle, who controlled the creature at the time the ability triggered, or what creature Celestial Mantle enchants at the time the ability resolves.
  • If a creature dealing combat damage at the same time as the enchanted creature has lifelink, the life gained due to lifelink happens before Celestial Mantle’s triggered ability resolves.
  • If a player’s life total is doubled, that player actually gains or loses the necessary amount of life. For example, if the life total of the enchanted creature’s controller is 14 when Celestial Mantle’s triggered ability resolves, the ability causes that player to gain 14 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
  • If the enchanted creature’s controller has a life total below 0 (which is possible if that player controls Platinum Angel, for example), Celestial Mantle’s triggered ability multiplies that number by two. For example, if the player had -4 life, that player’s life total becomes -8.
  • In a Two-Headed Giant game, Celestial Mantle’s essentially doubles the team’s life total. Specifically, the triggered ability will affect one player’s life total, and then the team’s life total is adjusted by the amount of life the player gains as a result of this ability. Suppose a creature enchanted by Celestial Mantle deals combat damage to an opponent, and that creature’s controller’s team has 11 life. That player then has 11 life, so it’s doubled to 22, for a net gain of 11 life. The team’s life total becomes 22 (11 + 11).
  • Prices

    Seller Price
    Cardmarket / 8.22 EUR 2.22 EUR
    Tcgplayer 8.79 USD / 35.31 USD
    Manapool 6.08 USD / 18.14 USD
    Cardkingdom 7.99 USD / 32.99 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 +3/+3. Whenever enchanted creature deals combat damage to a player, double its controller's life total.

    Empyrial Armor #A5 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • The value of X is recalculated constantly, so this card’s bonus varies as the number of cards in your hand varies.
  • 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

    Enchant creature Enchanted creature gets +1/+1 for each card in your hand.