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AI 🤖 Find me cards equivalent to: Pure Intentions

Equivalent cards to Pure Intentions (white instant, graveyard/hand protection):

  • Whispering Madness — not white, but for white there aren’t direct equivalents.
  • Odric's Outrider and Emeria Shepherd are graveyard interaction cards, but do not specifically replace Pure Intentions.
  • White’s closest is Rally the Ancestors or Open the Vaults for graveyard recovery.


Reason: White rarely interacts with discard in the same reactive way as Pure Intentions; most white solutions focus on graveyard retrieval or prevention. No direct white instant replaces its specific effect.

Results:

Emeria Shepherd #22s Creature — Angel

Info

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

    Abilities/Keywords

    Flying

    Rules

  • A "nonland permanent card" is an artifact, creature, enchantment, or planeswalker card.
  • If you return an Aura to the battlefield this way, you choose what it will enchant as it enters the battlefield. This doesn't target any player or permanent, so you could attach an Aura to a permanent with hexproof controlled by an opponent, for example. If there's nothing the Aura can legally enchant, it stays in the graveyard.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer 22.31 USD
    Cardmarket 1.92 EUR / 5.33 EUR
    Cardkingdom 11.99 USD
    Manapool 9.84 USD

    Legalities

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

    Text

    Flying Landfall — Whenever a land you control enters, you may return target nonland permanent card from your graveyard to your hand. If that land is a Plains, you may return that nonland permanent card to the battlefield instead.

    Odric's Outrider #29 Creature — Human Knight

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.04 USD / 0.69 USD
    Cardmarket 0.12 EUR / 0.25 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.2 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

    Whenever this creature or another creature you control dies, put a +1/+1counteron target creature you control.

    Open the Vaults #983 Sorcery

    Info

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

    Rules

  • An Aura put onto the battlefield this way can't enchant an artifact or enchantment that's also being put onto the battlefield with Open the Vaults.
  • If an Aura can be returned to the battlefield with Open the Vaults, it must be, even if its owner doesn't like what it would enchant.
  • If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.
  • If multiple players have Auras in their graveyards, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all artifacts and enchantments (including both Auras and non-Auras) enter the battlefield at the same time.
  • Prices

    Seller Price
    Tcgplayer 3.52 USD
    Cardmarket 0.96 EUR
    Manapool 2.55 USD

    Legalities

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

    Text

    Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)

    Pure Intentions #25 Instant — Arcane

    Info

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

    Rules

  • Discarding Pure Intentions to your own spell or ability doesn't trigger its abilities.
  • If a spell or ability an opponent controls causes a player to discard multiple cards, such as Waking Nightmare or Three Tragedies, Pure Intentions doesn't return to hand until its triggered ability has resolved. A player can't discard the same Pure Intentions twice for the same discard effect.
  • Neither part cares who decides which card to discard — only the controller of the spell or ability matters.
  • The first part of Pure Intentions is the effect of casting Pure Intentions. The second part is a triggered ability that triggers whenever an opponent's spell or ability causes a player to discard Pure Intentions.
  • Prices

    Seller Price
    Tcgplayer 0.32 USD / 1.51 USD
    Cardmarket 0.28 EUR / 1.27 EUR
    Cardkingdom 0.49 USD / 2.49 USD
    Manapool 0.26 USD / 1.49 USD

    Legalities

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

    Text

    Whenever a spell or ability an opponent controls causes you todiscardcards this turn, return those cards from your graveyard to your hand. When a spell or ability an opponent controls causes you todiscardthis card, return this card from your graveyard to your hand at the beginning of the next end step.

    Rally the Ancestors #22 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.32 USD / 2.01 USD
    Cardmarket 0.61 EUR / 1.56 EUR
    Cardkingdom 0.59 USD / 1.49 USD
    Manapool 0.26 USD / 1.14 USD

    Legalities

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

    Text

    Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.

    Whispering Madness #207 Sorcery

    Info

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

    Abilities/Keywords

    Cipher

    Rules

  • Each player draws cards simultaneously. If this causes a player to draw more cards than are left in their library, that player will lose the game. If this causes all players to do so, the game is a draw. (In multiplayer games, multiple players drawing from an empty library will cause those players to lose although the game may continue.)
  • You’ll draw cards before deciding which creature (if any) Whispering Madness will be encoded on.
  • If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
  • If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
  • If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
  • If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
  • If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
  • If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
  • The copy of the card with cipher is created in and cast from exile.
  • The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
  • The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
  • You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
  • You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
  • Prices

    Seller Price
    Tcgplayer 2.01 USD / 9.63 USD
    Cardmarket 1.48 EUR / 4.29 EUR
    Cardkingdom 3.99 USD / 13.99 USD
    Manapool 0.9 USD / 6.06 USD

    Legalities

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

    Text

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

    Emeria Shepherd Creature — Angel Normal - ~$10.28

    Odric's Outrider Creature — Human Knight Normal - ~$0.44

    Open the Vaults Sorcery Normal - ~$2.34

    Pure Intentions Instant — Arcane Normal - ~$1.01

    Rally the Ancestors Instant Normal - ~$1

    Whispering Madness Sorcery Normal - ~$5.29

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