cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Lich's Mastery"

Closest equivalents to Lich's Mastery (black Legendary Enchantment, self-replacement/loss prevention):
1. Near-Death Experience – White, not black, but similar lose the game mechanic if life is not exactly
1. 2. Nine Lives – White, also prevents losing, but not black.
3. Demonic Pact – Black, but not legendary, has lose-the-game clause.
4. Lich – Black, not legendary, older version, similar life/card exchange.
5. Lich's Mirror – Colorless, not an enchantment, but lose-the-game replacement.

None are identical in black as legendary enchantments. Lich's Mastery is unique for your criteria. Closest black enchantment equivalents: Lich and Demonic Pact.

Found Cards

6 Results

Demonic Pact

Lich

Lich's Mastery

Lich's Mirror

Near-Death Experience

Nine Lives

Demonic Pact #92 Enchantment

Info

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

    Rules

  • If the ability doesn't resolve (either for having its target become illegal or because a spell or ability counters it), the mode chosen for that instance of the ability still counts as being chosen.
  • In some very unusual situations, you may not be able to choose a mode, either because all modes have previously been chosen or the only remaining modes require targets and there are no legal targets available. In this case, the ability is simply removed from the stack with no effect.
  • It doesn't matter who has chosen any particular mode. For example, say you control Demonic Pact and have chosen the first two modes. If an opponent gains control of Demonic Pact, that player can choose only the third or fourth mode.
  • The phrase "that hasn't been chosen" refers only to that specific Demonic Pact. If you control one and cast another one, you can choose any mode for the second one the first time its ability triggers.
  • Yes, if the fourth mode is the only one remaining, you must choose it. You read the whole contract, right?
  • You choose the mode as the triggered ability goes on the stack. You can choose a mode that requires targets only if there are legal targets available.
  • Prices

    Seller Price
    Tcgplayer / 10.27 USD 0.59 USD
    Cardkingdom / 7.99 USD 1.79 USD
    Manapool / 5.6 USD 0.45 USD
    Cardmarket 1.74 EUR / 6.15 EUR

    Legalities

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

    Text

    At the beginning of your upkeep, choose one that hasn't been chosen — • This enchantment deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.

    Lich #110 Enchantment

    Variations: v1 v2

    Info

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

    Rules

  • If an opponent steals control of Lich and no other effect prevents you from losing with a life total of zero, you will lose the game due to a zero life total as a State-Based Action before you can take any actions. The last sentence doesn't apply in this case since the Lich didn't leave the battlefield.
  • If an opponent steals control of Lich, their life total does not change. The life total changes for a player only when it enters under that player's control.
  • If you have multiple Lich cards on the battlefield, you must sacrifice a permanent for each damage done to you for each Lich. This is because the sacrifice is a triggered ability. But you only draw one card for each life gained regardless of how many Liches you have. This is because the draw is a replacement effect and not a triggered one. You lose if any one of the Liches leaves the battlefield.
  • If you take more than one damage at a time, sacrifice the permanents for that damage simultaneously. This allows you to sacrifice both a creature and any Aura that is on it all at once.
  • You can lose life and take damage, and thereby have a negative life total, while Lich is on the battlefield.
  • You can't pay life, just like any player at less than one life can't pay life. You can pay zero life if you want.
  • Note that usually you will have 0 or less life at the time Lich leaves the battlefield causing you to lose as a State-Based Action before the last ability can even go on the stack.
  • The last ability will cause you to lose the game even if you somehow manage to have a life total greater than 0 at the time the Lich leaves the battlefield or if some other effect would prevent you from losing for having 0 life. If, on the other hand, some effect such as that from Platinum Angel says that you can't lose the game then even the last ability of the Lich cannot cause you to do so. The ability will just resolve and the game will continue as normal.
  • The last ability will cause you to lose the game even if you somehow manage to have a life total greater than 0 at the time the Lich is put into the graveyard or if some other effect would prevent you from losing for having 0 life. If, on the other hand, some effect such as that from Platinum Angel says that you can't lose the game then even the last ability of the Lich cannot cause you to do so. The ability will just resolve and the game will continue as normal.
  • Prices

    Seller Price
    Manapool 104.17 USD
    Cardmarket 79.99 EUR
    Cardkingdom 64.99 USD
    Tcgplayer 99.98 USD

    Legalities

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

    Text

    As this enchantment enters, you lose life equal to your life total. You don't lose the game for having 0 or less life. If you would gain life, draw that many cards instead. Whenever you're dealt damage,sacrificethat many nontoken permanents. If you can't, you lose the game. When this enchantment is put into a graveyard from the battlefield, you lose the game.

    Lich's Mastery #98s Legendary Enchantment

    Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • If you run out of other permanents, cards in hand, and cards in graveyard, you’ll have to exile Lich’s Mastery itself and lose the game.
  • If you’re dealt more damage than you have cards to exile, you’ll just exile everything you can.
  • While you can’t lose the game, your opponents can still win the game if an effect says so.
  • While you control Lich’s Mastery, your life total still changes. Lich’s Mastery’s effects don’t replace the life gain or life loss.
  • You don’t have to exile all the cards from one place. For example, if a source deals 5 damage to you, you may exile one permanent, two cards from hand, and two cards from your graveyard.
  • Prices

    Seller Price
    Cardmarket 1.98 EUR
    Cardkingdom 6.99 USD
    Tcgplayer 4.28 USD
    Manapool 3.48 USD

    Legalities

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

    Text

    Hexproof You can't lose the game. Whenever you gain life, draw that many cards. Whenever you lose life, for each 1 life you lost, exile a permanent you control or a card from your hand or graveyard. When Lich's Mastery leaves the battlefield, you lose the game.

    Lich's Mirror #210 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Although Lich's Mirror has you draw a hand of seven cards and sets your life total to 20, this isn't a game restart. You can't take a mulligan if you don't like your new hand of cards.
  • Any abilities that trigger when the permanents leave the battlefield will be put on the stack after Lich's Mirror's entire effect has been applied.
  • As part of Lich's Mirror's effect, it typically shuffles itself into your library. If it does, that means that if you'd lose the game *again* immediately after its effect is finished, it can't help you a second time. This can occur in a few different ways. For example: -- You have ten or more poison counters. Lich's Mirror doesn't remove poison counters. If you'd lose the game this way, you'll do what Lich's Mirror says, then you'll lose the game the next time state-based actions are checked. -- Your life total is 0 or less and an effect says that you can't gain life. Since your life total can't be raised, it stays at whatever it is rather than becoming 20, and you'll lose the game the next time state-based actions are checked. -- The number of nontoken permanents you own plus the number of cards in your hand, graveyard, and library is less than seven. When you try to draw seven cards as part of Lich's Mirror's effect, you'll be unable to complete at least one of those draws and you'll lose the game the next time state-based actions are checked. -- You control *but don't own* a permanent such as Immortal Coil with a triggered ability that causes you to lose the game when a certain game state happens (also known as a "state trigger"), and the condition that causes the "lose the game" ability to trigger hasn't changed. If you owned the permanent, Lich's Mirror would shuffle it into your library. In this case, however, it remains on the battlefield and its ability will trigger again.
  • For your life total to become 20, you actually gain or lose the necessary amount of life. Keep in mind that you may have a negative life total when this happens. For example, if your life total is -4 when you would lose the game, Lich's Mirror's effect will cause you to gain 24 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
  • If a spell causes you to lose the game the next time state-based actions are checked (by dealing damage to you greater than your life total, for example), that spell will already be in the graveyard by the time Lich's Mirror's effect happens. If it's in your graveyard, it will be shuffled into your library.
  • If all the players remaining in a game would lose simultaneously but one of them controls Lich's Mirror, that player does what Lich's Mirror says instead of losing, and everyone else loses. As a result, the controller of Lich's Mirror wins the game because all of their opponents have lost. (If Lich's Mirror weren't in the picture, then the game would be a draw.)
  • If you can't lose the game (for example, you control a Platinum Angel), Lich's Mirror won't do anything.
  • If you control *but don't own* Lich's Mirror, Lich's Mirror itself will still be on the battlefield after its effect is finished. If you would lose the game again for any of the reasons above, Lich's Mirror has its effect again . . . and again . . . and again. An involuntary infinite loop will be created, and the game will end in a draw. (In the case of the triggered ability example given last in the list above, it's possible that a player could cause the loop to end while the ability is on the stack. None of the loops caused by state-based actions can be stopped at all.)
  • If, during a check of state-based actions, you'd lose the game at the same time a creature you own would be put into your graveyard (due to an Earthquake for 10 or combat damage dealt to both you and the creature, for example), that creature's controller has a choice to make. The state-based actions rule is trying to simultaneously (a) shuffle that creature card into your library (due to Lich's Mirror's replacement effect) and (b) put it into your graveyard. Only one of those things can happen. The creature's controller chooses which one. If the creature is put into your graveyard, it isn't shuffled into your library. Abilities that trigger when that creature is put into a graveyard will trigger only if that option is chosen.
  • If, during a check of state-based actions, you'd lose the game for multiple reasons (for example, if you were at 1 life and had one card in your library, then Night's Whisper caused you to draw two cards and lose 2 life), a single Lich's Mirror will replace all of them. You'll do what Lich's Mirror says just once.
  • Lich's Mirror doesn't affect spells on the stack, cards that have been exiled, or permanents you control but don't own. They'll stay where they are. Spells on the stack will then resolve as normal.
  • Lich's Mirror has no effect if a spell or ability (such as the one from Helix Pinnacle) states that a player "wins the game." If a player wins the game, the game ends immediately.
  • Lich's Mirror has no effect if you concede the game. If you concede, you'll lose.
  • Lich's Mirror replaces the game-loss event if you would lose the game in the following ways: -- As a state-based action for having 0 or less life. -- As a state-based action for having tried to draw a card from an empty library since the last time state-based actions were checked. -- As a state-based action for having ten or more poison counters (though this isn't that helpful; see below). -- Because an ability (such as the one from Immortal Coil) states that you do so.
  • Lich's Mirror shuffles permanents you own into your library, regardless of who controls them.
  • Lich's Mirror shuffles tokens you own into your library, too. The tokens you own will leave play. However, there's no point to physically shuffling tokens into your library because you can't draw them as part of Lich's Mirror's effect and they'll cease to exist immediately afterwards.
  • A token's owner is the player who created it.
  • In a Two-Headed Giant game, if your team would lose the game and you control Lich's Mirror, your team won't lose. Instead, you'll do what Lich's Mirror says and your teammate won't do anything. This is true even if the reason your team would lose is because your teammate tried to draw a card with an empty library or was affected by an ability that said they lost the game. Your life total (which is the same as your team's life total) becomes 20. Your team's life total is adjusted by the amount of life you gain or lose as a result of this, which basically means your team's life total becomes 20.
  • Prices

    Seller Price
    Cardkingdom 4.49 USD / 13.99 USD
    Manapool / 8.48 USD 4.93 USD
    Cardmarket 1.6 EUR / 4.53 EUR
    Tcgplayer 7.44 USD / 20 USD

    Legalities

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

    Text

    If you would lose the game, insteadshuffleyour hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.

    Near-Death Experience #10 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • In a Two-Headed Giant game, anything that cares about your life total checks your team’s life total. You’ll win the game if your team has exactly 1 life.
  • This ability has an “intervening ‘if’ clause.” That means (1) the ability triggers only if you have exactly 1 life as your upkeep begins, and (2) the ability does nothing if your life total is anything other than 1 by the time it resolves.
  • Prices

    Seller Price
    Tcgplayer 0.47 USD
    Cardkingdom 0.99 USD
    Manapool 0.47 USD
    Cardmarket 0.56 EUR

    Legalities

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

    Text

    At the beginning of your upkeep, if you have exactly 1 life, you win the game.

    Nine Lives #3 Enchantment

    Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • If damage that a source would deal to you can't be prevented, you still put an incarnation counter on Nine Lives.
  • If more than one source deals damage to you at once, prevent the damage from each of them and put that many incarnation counters on Nine Lives, even if this causes more than nine incarnation counters to be on Nine Lives. Leave it to cats to abuse loopholes.
  • If you counter the first triggered ability or otherwise remove it from the stack, it will just trigger again immediately if Nine Lives still has nine or more incarnation counters on it.
  • Once the first triggered ability is on the stack, it won't trigger again, even if more damage is prevented and more incarnation counters are put onto it.
  • The last ability of Nine Lives triggers no matter how it leaves the battlefield.
  • Prices

    Seller Price
    Manapool 1.2 USD / 3.55 USD
    Cardkingdom 2.49 USD / 9.99 USD
    Cardmarket 2.19 EUR / 5.41 EUR
    Tcgplayer / 7.12 USD 3.05 USD

    Legalities

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

    Text

    Hexproof If a source would deal damage to you, prevent that damage and put an incarnationcounteron this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.