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"Find me cards equivalent to: Missy"

Equivalent cards to Missy (Legendary Creature — Time Lord Rogue, B/R/U):
1. Gyruda, Doom of Depths

  • Similar: Returns creatures from graveyards to the battlefield.

  • Reason: Blue/Black, recur creatures, ETB effects.
    2. Marchesa, the Black Rose
  • Similar: Returns nonartifact creatures you control to battlefield with +1/+1 counter when they die.

  • Reason: Black/Red/Blue, focuses on death/reanimation themes.
    3. Nicol Bolas, the Ravager
  • Similar: Blue/Black/Red, villainous, triggers on opponent, value engine.

  • Reason: Not direct reanimation, but similar colors and villain archetype.
    4. The Scarab God
  • Similar: Exiles creatures from graveyards, makes them 4/4 Zombie tokens under your control.

  • Reason: Blue/Black, graveyard recursion.

All these cards share at least two colors with Missy and interact with graveyards or create difficult choices for your opponents.

Found Cards

4 Results

Gyruda, Doom of Depths

Marchesa, the Black Rose

Missy

The Scarab God

Gyruda, Doom of Depths #221p Legendary Creature — Demon Kraken

Info

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

    Abilities/Keywords

    Companion Mill

    Rules

  • A card with mana value 0 has an even mana value.
  • 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.
  • If a card in a player's graveyard has {X} in its mana cost, X is considered to be 0.
  • If a replacement effect causes a player to exile the top four cards of their library instead of putting them into their graveyard as Gyruda's triggered ability resolves, the creature card you choose may be one of those cards in exile.
  • 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
    Cardkingdom 1.79 USD / 3.49 USD
    Tcgplayer / 1 USD 1.25 USD
    Manapool 0.98 USD / 2.93 USD
    Cardmarket 0.93 EUR / 1.67 EUR

    Legalities

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

    Text

    Companion — Your starting deck contains only cards with even mana values. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) When Gyruda enters, each player mills four cards. Put a creature card with an even mana value from among the milled cards onto the battlefield under your control.

    Marchesa, the Black Rose #2009 Legendary Creature — Human Wizard

    Info

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

    Abilities/Keywords

    Dethrone

    Rules

  • If Marchesa has a +1/+1 counter on it when it dies, it will return to the battlefield under your control because of its own ability.
  • If a creature has multiple instances of dethrone, each triggers separately.
  • If the creature card leaves the graveyard before the delayed triggered ability resolves, that card won't return to the battlefield, even if it's back in the graveyard when the delayed triggered ability resolves.
  • In a Two-Headed Giant game, dethrone will trigger if the creature attacks either player on the team with the most life or tied for the most life.
  • Once dethrone triggers, it doesn't matter what happens to the players' life totals before the ability resolves. You'll put a +1/+1 counter on the creature even if the defending player doesn't have the most life as the ability resolves.
  • The +1/+1 counter is put on the creature before blockers are declared.
  • Dethrone doesn't trigger if the creature attacks a planeswalker, even if its controller has the most life. The same is true if the creature attacks a battle, even if its protector has the most life.
  • Prices

    Seller Price
    Cardkingdom / 4.99 USD 5.49 USD
    Tcgplayer / 4.95 USD 4.74 USD
    Cardmarket / 5.28 EUR 4.34 EUR
    Manapool 4.88 USD / 5.57 USD

    Legalities

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

    Text

    Dethrone (Whenever this creature attacks the player with the most life or tied for most life, put a +1/+1counteron it.) Other creatures you control have dethrone. Whenever a creature you control with a +1/+1counteron it dies, return that card to the battlefield under your control at the beginning of the next end step.

    Missy #431 Legendary Creature — Time Lord Rogue

    Info

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

    Rules

  • A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.
  • Double-faced permanents that are already on the battlefield can't be turned face down this way. However, a double-faced card can be put onto the battlefield face down from another zone this way.
  • Each creature turned face down this way or put onto the battlefield this way is a 2/2 Cyberman artifact creature with no name and no color.
  • If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.
  • If an effect instructs you to choose a creature type, you may choose Time Lord.
  • If the face-down card has a morph ability, its controller may turn it face up by paying the associated morph cost.
  • If, for any reason, the face-down creature is turned face up, the effect making it a Cyberman ends. It will be whatever is printed on the card.
  • Neither "Time" nor "Lord" are creature types. Some older cards were printed with the subtype "Lord," but all of those cards have updated Oracle card text that removed that type.
  • The player who controls a face-down permanent may look at it at any time. Notably, if the cards were put on the battlefield face down from another player's library, the player that owns them does not get to look at those cards.
  • Unlike other creature types in Magic that are each only one word, the two words "Time Lord" represent a single creature subtype. Time Lord is the only two-word creature type.
  • When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.
  • Prices

    Seller Price
    Cardkingdom 1.79 USD / 1.99 USD
    Cardmarket 0.85 EUR / 0.33 EUR
    Manapool 0.62 USD / 0.53 USD
    Tcgplayer 0.87 USD / 0.7 USD

    Legalities

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

    Text

    Whenever another nonartifact creature dies, return it to the battlefield under your control face down and tapped. It's a 2/2 Cyberman artifact creature. At the beginning of your end step, each opponent faces a villainous choice — Each artifact creature you control deals 1 damage to that opponent, or you draw a card and chaos ensues.

    The Scarab God #HOU-145 Legendary Creature — God

    Info

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

    Abilities/Keywords

    Scry

    Rules

  • If this creature dies but leaves your graveyard before the next end step, it will remain in its new zone.
  • The “next end step” refers to the next end step that occurs, not the end step of the next turn. If this creature dies before a turn's end step (for example, during combat), it will be returned to its owner's hand at the beginning of that turn's end step.
  • In a Two-Headed Giant game, The Scarab God's first ability causes the opposing team to lose life equal to twice the number of Zombies you control, although you scry only equal to the number of Zombies you control.
  • The number of Zombies you control is counted as The Scarab God's first ability resolves. Players can try to change that number in response to the ability (perhaps by activating its second ability).
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Competitivebrawl 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, each opponent loses X life and you scry X, where X is the number of Zombies you control. : Exile target creature card from a graveyard. Create a token that's a copy of it, except it's a 4/4 black Zombie. When The Scarab God dies, return it to its owner's hand at the beginning of the next end step.