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"Find me cards equivalent to: Granite Witness"

Equivalent cards to Granite Witness (Artifact Creature, blue/white, flying/vigilance, face-down mechanic, tap/untap on turn-up):
1. Aven Mimeomancer (U/W, flying, taps/untaps creatures indirectly)
2. Cloudblazer (U/W, flying, card draw/life gain; similar flying vigilance value)
3. Fleeting Distraction (Blue, taps creatures but not on a creature, less close)
4. Custodi Squire (White, flying/vigilance, value on entering battlefield)
5. Elite Guardmage (U/W, flying, life gain/card draw)

Closest equivalents combine flying/vigilance or a tap/untap effect with a blue/white artifact/creature theme, but the disguise mechanic is unique. Granite Witness stands out for the disguise/face-down play, which is most similar to cards with morph like Willbender (U) or Exalted Angel (W).

No exact reprint, but Willbender and Exalted Angel show similar morph/turn-up mechanics.

Found Cards

8 Results

Aven Mimeomancer

Cloudblazer

Custodi Squire

Elite Guardmage

Exalted Angel

Fleeting Distraction

Granite Witness

Willbender

Aven Mimeomancer #329 Creature — Bird Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/1
Types:
  • Creature
  • SubTypes:
  • Bird
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If all feather counters on a creature are moved to a different creature, the ability doesn't follow them. The first creature stops being affected by the ability because it no longer has a feather counter on it. The second creature is not affected by the ability because Aven Mimeomancer didn't target it.
  • If the second ability affects a creature, it doesn't cause that creature to lose any of its abilities. It just gives that creature flying as well.
  • The affected creature remains 3/1 and has flying as long as it has a feather counter on it. The effect continues even if Aven Mimeomancer leaves the battlefield.
  • You may put a feather counter on a creature that already has a feather counter on it. Doing so has no visible effect unless some other effect has changed the creature's power or toughness, or caused it to lose flying, since the last feather counter was put on it.
  • The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one, regardless of the order in which they are created.
  • Prices

    Seller Price
    Manapool 0.25 USD
    Cardmarket 0.31 EUR
    Tcgplayer 0.35 USD
    Cardkingdom 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

    Flying At the beginning of your upkeep, you may put a feathercounteron target creature. If you do, that creature has base power and toughness 3/1 and has flying for as long as it has a feathercounteron it.

    Cloudblazer #221 Creature — Human Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.21 EUR
    Manapool 0.15 USD
    Cardkingdom 0.35 USD
    Tcgplayer 0.17 USD

    Legalities

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

    Text

    Flying When this creature enters, you gain 2 life and draw two cards.

    Custodi Squire #83 Creature — Spirit Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Because the votes are cast in turn order, each player will know the votes of players who voted beforehand.
  • If Custodi Squire is not on the battlefield when its ability resolves, the vote will still take place and the card(s) that had the most votes will still be returned to your hand.
  • No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • Players can't do anything after they finish voting but before the spell or ability that included the vote finishes resolving.
  • The phrase "the vote is tied" refers only to when there is more than one choice that received the most votes. For example, if a 5-player vote from among three different choices ends 3 votes to 1 vote to 1 vote, the vote isn't tied.
  • You must vote for one of the available options. You can't abstain.
  • If a choice has no votes, it can't have the most votes. If all choices have zero votes, the voting ability has no effect.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.1 USD
    Manapool 0.15 USD
    Cardmarket 0.18 EUR

    Legalities

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

    Text

    Flying Will of the council — When this creature enters, starting with you, each player votes for an artifact, creature, or enchantment card in your graveyard. Return each card with the most votes or tied for most votes to your hand.

    Elite Guardmage #195 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 1.06 USD 0.26 USD
    Cardkingdom 0.35 USD / 1.49 USD
    Manapool 0.15 USD / 0.44 USD
    Cardmarket 0.25 EUR / 1.09 EUR

    Legalities

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

    Text

    Flying When this creature enters, you gain 3 life and draw a card.

    Exalted Angel #28 Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Morph

    Rules

  • You only gain the life when the triggered ability resolves. If you are reduced to zero life before the ability resolves, you will lose before gaining the life.
  • Prices

    Seller Price
    Cardkingdom 44.99 USD
    Cardmarket / 244.64 EUR 25.76 EUR
    Tcgplayer / 193.52 USD 28.24 USD

    Legalities

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

    Text

    Flying Whenever this creature deals damage, you gain that much life. Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)

    Fleeting Distraction #299 Instant

    Info

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

    Rules

  • If the targeted creature is an illegal target by the time Fleeting Distraction resolves, the spell doesn't resolve. You won't draw a card.
  • If the targeted creature is an illegal target when Fleeting Distraction tries to resolve, it won't resolve and none of its effects will happen. You won't draw a card.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD
    Cardmarket 0.11 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

    Target creature gets -1/-0 until end of turn. Draw a card.

    Granite Witness #206 Artifact Creature — Gargoyle Detective

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 3/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Gargoyle
  • Detective
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Disguise Flying Vigilance

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
  • Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.05 USD / 0.09 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.06 EUR 0.07 EUR

    Legalities

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

    Text

    Flying, vigilance Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up, you may tap or untap target creature.

    Willbender #36 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 2
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Morph

    Rules

  • The trigger occurs when you use the Morph ability to turn the card face up, or when an effect turns it face up. It will not trigger on being revealed or on leaving the battlefield.
  • If a spell with split second is on the stack, you can still respond by turning this creature face up and targeting that spell with the trigger. This is because split second only stops players from casting spells or activating abilities, while turning a creature face up is a special action.
  • If a spell or ability targets multiple things, you can't target it with Willbender's triggered ability, even if all but one of those targets have become illegal.
  • If a spell or ability targets the same player or object multiple times, you can't target it with Willbender's ability.
  • You don't choose the new target for the spell until Willbender's triggered ability resolves. You must change the target if possible. However, you can't change the target to an illegal target. If there are no legal targets to choose from, the target isn't changed. It doesn't matter if the original target of that spell has somehow become illegal itself.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Manapool / 0.91 USD 0.15 USD
    Cardmarket 0.19 EUR / 0.99 EUR
    Tcgplayer 0.08 USD / 1.34 USD

    Legalities

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

    Text

    Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, change the target of target spell or ability with a single target.