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"Find me cards equivalent to: Mistmeadow Vanisher"

Equivalent cards:
1. Mistmeadow Vanisher (your target card)
2. Felidar Guardian — Exiles another permanent and returns it to the battlefield. Colors: W.
3. Soulherder — Exiles another creature you control at end step, brings it back. Colors: U, W.
4. Restoration Angel — Flickers another creature on ETB. Colors: W.
5. Yorion, Sky Nomad — Flickers any number of other nonland permanents on ETB. Colors: U, W.


Reason: All these cards have a flicker/exile and return effect, and are U/W or W, with a focus on nonland, nontoken permanents.

Found Cards

5 Results

Felidar Guardian

Mistmeadow Vanisher

Restoration Angel

Soulherder

Yorion, Sky Nomad

Felidar Guardian #1487 Creature — Cat Beast

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 1/4
Types:
  • Creature
  • SubTypes:
  • Cat
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • After the permanent returns to the battlefield, it will be a new object with no connection to the permanent that was exiled. It won’t have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
  • If a creature token is exiled this way, it will cease to exist and will not return to the battlefield.
  • Prices

    Seller Price
    Cardmarket 26.68 EUR / 38.31 EUR
    Tcgplayer 26.41 USD
    Manapool 26.72 USD
    Cardkingdom 29.99 USD

    Legalities

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

    Text

    When this creature enters, you may exile another target permanent you control, then return that card to the battlefield under its owner's control.

    Mistmeadow Vanisher #42 Creature — Kithkin Wizard

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.29 EUR
    Manapool 0.16 USD
    Cardkingdom 0.69 USD
    Tcgplayer 0.33 USD

    Legalities

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

    Text

    Whenever this creature becomes tapped, exile up to one target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step.

    Restoration Angel #1380 Creature — Angel

    Info

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

    Abilities/Keywords

    Flash Flying

    Rules

  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Once the exiled creature returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • When an effect returns the exiled card "under your control," you control it indefinitely after that. If you had temporarily gained control of a creature, it won't return to its previous controller. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, a creature you took with Restoration Angel's effect is exiled.
  • Prices

    Seller Price
    Cardkingdom / 5.49 USD 5.99 USD
    Tcgplayer / 5.14 USD 4.65 USD
    Cardmarket / 4.11 EUR 2.97 EUR
    Manapool 3.55 USD / 5.07 USD

    Legalities

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

    Text

    Flash Flying When this creature enters, you may exile target non-Angel creature you control, then return that card to the battlefield under your control.

    Soulherder #2174 Creature — Spirit

    Info

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

    Rules

  • If a creature is exiled but ends up in another zone (most likely because it’s a player’s commander in the Commander variant), Soulherder’s first ability triggers.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • If any other abilities you control trigger at the beginning of your end step, you choose the targets for all of them as they’re put onto the stack, and you choose the order they’re put onto the stack. For example, this means that you could exile a creature put onto the battlefield by an unearth ability (and then unearth’s delayed triggered ability won’t exile that creature), but you can’t target a creature that will be returned to the battlefield by another ability during your end step (such as Astral Drift’s delayed triggered ability).
  • Once the exiled creature returns, it’s considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners’ graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • Prices

    Seller Price
    Cardmarket / 8.91 EUR 8.02 EUR
    Cardkingdom 11.99 USD / 13.99 USD
    Manapool / 8.02 USD 7.36 USD
    Tcgplayer 8.02 USD / 11.61 USD

    Legalities

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

    Text

    Whenever a creature is exiled from the battlefield, put a +1/+1counteron this creature. At the beginning of your end step, you may exile another target creature you control, then return that card to the battlefield under its owner's control.

    Yorion, Sky Nomad #232p Legendary Creature — Bird Serpent

    Info

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

    Abilities/Keywords

    Companion Flying

    Rules

  • Auras attached to the exiled permanents will be put into their owners' graveyards. Equipment attached to the exiled permanents will become unattached and remain on the battlefield. Any counters on the exiled permanents will cease to exist. Once the exiled permanents return, they're considered new objects with no relation to the objects that they were.
  • 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 token is exiled this way, it will cease to exist and won't return to the battlefield.
  • 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 can't exile permanents you control but don't own, or permanents that you own but don't control.
  • You choose which permanents to exile as Yorion's triggered ability resolves. No player may take action between the time you choose the permanents and the time they're exiled.
  • 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.
  • Your minimum deck size is forty cards for Limited events (such as Booster Draft and Sealed Deck) and sixty cards for Constructed events (such as Standard or casual freeform play). Certain variants may have other minimums. The Commander variant requires exactly one hundred cards, so Yorion can never be your chosen companion in a Commander game.
  • 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
    Manapool / 2.01 USD 5.19 USD
    Cardkingdom / 4.49 USD 6.49 USD
    Cardmarket / 1.05 EUR 1.51 EUR
    Tcgplayer / 1.89 USD 1.69 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 — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flying When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.