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"Find me cards equivalent to: Kaheera, the Orphanguard"

Equivalent cards (same colors: green/white, similar tribal lords or companion effects):

  • Kaheera, the Orphanguard (your search card)
  • Tolsimir, Friend to Wolves — Legendary green/white, boosts Wolf creatures, makes Wolf tokens.
  • Radiant, Serra Archangel (original) — Legendary, gives flying/vigilance/other abilities to your team.
  • Trostanis, Selesnya's Voice — Legendary, green/white, not a tribal lord, but boosts lifegain and token strategies.
  • Pride Sovereign — Cat lord in green/white, although not legendary or with companion.
  • Regal Caracal — White, Cat lord, similar anthem and vigilance effect (not legendary, not green).

Few are exact equivalents due to companion and multi-tribal, but above are closest matches in color and partial function.

Found Cards

5 Results

Kaheera, the Orphanguard

Pride Sovereign

Radiant, Serra Archangel

Regal Caracal

Tolsimir, Friend to Wolves

Kaheera, the Orphanguard #224s Legendary Creature — Cat Beast

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/2
Types:
  • Creature
  • SubTypes:
  • Cat
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Companion Vigilance

    Rules

  • A creature that's more than one of the five types gets +1/+1 only once from Kaheera's last ability.
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • Creature cards in your deck may be a mix of the five creature types that Kaheera cares about. They may also have additional types, as long as each creature card is at least one of those five. Noncreature cards may have any subtypes.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Tcgplayer 2.97 USD
    Cardmarket / 2.64 EUR 1.79 EUR
    Cardkingdom 2.79 USD
    Manapool 2.84 USD

    Legalities

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

    Text

    Companion — Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Vigilance Each other creature you control that's a Cat, Elemental, Nightmare, Dinosaur, or Beast gets +1/+1 and has vigilance.

    Pride Sovereign #126s Creature — Cat

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:
    Cat

    Abilities/Keywords

    Exert

    Rules

  • If an exerted creature is already untapped during your next untap step (most likely because it had vigilance or an effect untapped it), exert’s effect preventing it from untapping expires without having done anything.
  • If you gain control of another player’s creature until end of turn and exert it, it will untap during that player’s untap step.
  • You can’t exert a creature unless an effect allows you to do so. Similar effects that “tap and freeze” a creature (such as that of Decision Paralysis) don’t exert that creature.
  • Because damage remains marked on a creature until it’s removed as the turn ends, the damage Pride Sovereign takes during combat may become lethal if other Cats you control leave the battlefield later in the turn.
  • Some cards in the Hour of Devastation set let you exert a creature as a cost to activate one of its abilities. You can exert it to pay that cost even if you’ve already exerted it earlier in the turn. Exerting it multiple times will keep it tapped only during your next untap step.
  • Prices

    Seller Price
    Cardkingdom 7.99 USD
    Cardmarket 4.4 EUR
    Tcgplayer 6.8 USD
    Manapool 6.77 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 creature gets +1/+1 for each other Cat you control. , , Exert this creature: Create two 1/1 white Cat creature tokens with lifelink. (An exerted creature won't untap during your next untap step.)

    Radiant, Serra Archangel #40 Legendary Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 7
    Power/Toughness: 6/4
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Cardmarket 0.13 EUR / 0.29 EUR
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.25 USD 0.28 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 Tap another untapped creature you control with flying: Radiant gains protection from the color of your choice until end of turn. Partner (You can have two commanders if both have partner.)

    Regal Caracal #23 Creature — Cat

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Cat
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:
    Cat

    Rules

  • All other Cats you control get +1/+1 and have lifelink, not just those created by Regal Caracal's last ability.
  • Multiple instances of lifelink on the same creature are redundant.
  • Prices

    Seller Price
    Cardmarket 19.74 EUR
    Manapool 16.43 USD
    Tcgplayer 17.43 USD

    Legalities

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

    Text

    Other Cats you control get +1/+1 and have lifelink. (Damage dealt by those creatures also causes you to gain that much life.) When this creature enters, create two 1/1 white Cat creature tokens with lifelink.

    Tolsimir, Friend to Wolves #224p Legendary Creature — Elf Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Fight

    Rules

  • If Tolsimir is still on the battlefield when its enters-the-battlefield trigger resolves, its last ability will trigger as Voja is created.
  • If the Wolf that entered the battlefield is no longer on the battlefield as Tolsimir's last ability resolves, no creature deals or is dealt damage, but you do gain 3 life.
  • Tolsimir, Friend to Wolves has a different name than Tolsimir Wolfblood (from the Ravnica: City of Guilds™ set), and Voja, Friend to Elves has a different name than Voja, the token created by Tolsimir Wolfblood. Since the "legend rule" only cares about exact English names, this means you may control all four of these creatures at the same time.
  • You may put Tolsimir's last ability onto the stack without choosing any target. You'll just gain 3 life. However, if you do choose a target and the target permanent is an illegal target by the time Tolsimir's last ability tries to resolve, the ability doesn't resolve. You don't gain 3 life and no creature deals or is dealt damage.
  • Prices

    Seller Price
    Manapool 8.49 USD
    Tcgplayer / 6.28 USD 1.92 USD
    Cardkingdom / 7.99 USD 0.69 USD
    Cardmarket / 0.97 EUR 1 EUR

    Legalities

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

    Text

    When Tolsimir enters, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token. Whenever a Wolf you control enters, you gain 3 life and that creature fights up to one target creature you don't control.