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"Find me cards equivalent to: Salvation Colossus"

Cards equivalent to Salvation Colossus (artifact creature, white, flying/vigilance/trample/attack trigger/anthem, some graveyard interaction):
1. Platinum Angel — similar high-impact artifact creature, flying, game-changing.
2. Avacyn, Angel of Hope — not artifact, but white, flying, vigilance, indestructible anthem.
3. Steel Seraph — artifact creature, flying, gives abilities to other creatures when attacking.
4. Angel of Invention — white, flying, vigilance, anthem effect.
5. Sphinx of the Steel Wind — artifact creature, flying, vigilance; lacks anthem.

None are exact, but these share most attributes. Salvation Colossus included for reference.

Found Cards

6 Results

Angel of Invention

Avacyn, Angel of Hope

Platinum Angel

Salvation Colossus

Sphinx of the Steel Wind

Steel Seraph

Angel of Invention #109 Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Fabricate Flying Lifelink Vigilance

    Rules

  • Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
  • If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
  • You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
  • Prices

    Seller Price
    Cardmarket 0.31 EUR / 0.1 EUR
    Cardkingdom 0.99 USD
    Manapool 0.15 USD
    Tcgplayer 0.32 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, vigilance, lifelink Fabricate 2 (When this creature enters, put two +1/+1 counters on it or create two 1/1 colorless Servo artifact creature tokens.) Other creatures you control get +1/+1.

    Avacyn, Angel of Hope #2 Legendary Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 8/8
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Indestructible Vigilance

    Rules

  • A planeswalker with indestructible still loses loyalty as it's dealt damage. It is put into its owner's graveyard if its loyalty becomes 0.
  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control may become lethal if Avacyn leaves the battlefield during that turn.
  • A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying, vigilance, indestructible Other permanents you control have indestructible.

    Platinum Angel #1 Artifact Creature — Angel

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
  • You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
  • If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
  • No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
  • Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
  • Prices

    Seller Price

    Legalities

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

    Text

    Flying You can't lose the game and your opponents can't win the game.

    Salvation Colossus #43 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: 9/9
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Trample Unearth Vigilance

    Rules

  • Activating a card's unearth ability isn't the same as casting that card. The unearth ability is put on the stack, but the card is not. Spells and abilities that interact with activated abilities will interact with unearth, but spells and abilities that interact with spells (such as Flare of Denial) will not.
  • At the beginning of the next end step, a permanent returned to the battlefield with unearth is exiled. This is a delayed triggered ability, and it can be countered by effects that counter triggered abilities. If the ability is countered, the permanent will stay on the battlefield and the delayed triggered ability won't trigger again. However, the replacement effect will still exile the permanent if it eventually leaves the battlefield.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a permanent returned to the battlefield with unearth would leave the battlefield for any reason, it's exiled instead—unless the spell or ability that's causing the permanent to leave the battlefield is actually trying to exile it! In that case, it succeeds at exiling it. If that spell or ability later returns the card to the battlefield (as Static Prison might, for example), the permanent card will return to the battlefield as a new object with no relation to its previous existence. The unearth effects will no longer apply to it.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • If you activate a card's unearth ability but that card is removed from your graveyard before the ability resolves, that unearth ability will do nothing as it resolves.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • Unearth grants haste to the permanent that's returned to the battlefield (even if it's not a creature card). However, neither of the "exile" abilities is granted to that permanent. If that permanent loses all its abilities, it will still be exiled at the beginning of the next end step, and if it would leave the battlefield, it is still exiled instead.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Manapool / 2.6 USD 0.56 USD
    Cardkingdom 0.99 USD / 2.49 USD
    Cardmarket 0.52 EUR / 0.02 EUR
    Tcgplayer 0.57 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, vigilance, trample Whenever you attack, other creatures you control get +2/+2 and gain indestructible until end of turn. Unearth—Pay eight . (Pay eight energy counters: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

    Sphinx of the Steel Wind #217 Artifact Creature — Sphinx

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 6/6
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Sphinx
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink Protection Vigilance

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.54 USD
    Cardmarket 0.75 EUR / 0.93 EUR
    Manapool 0.3 USD
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    Flying, first strike, vigilance, lifelink, protection from red and from green

    Steel Seraph #38 Artifact Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 5/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Prototype
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Prototype Vigilance

    Rules

  • A prototype card is a colorless card in every zone except the stack or the battlefield, as well as while on the stack or the battlefield if not cast as a prototyped spell. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Blitz Automaton is a colorless creature card with mana value 7. It can't be the target of Recommission, a spell that targets an artifact or creature card with mana value 3 or less in your graveyard.
  • Casting a prototyped spell isn't the same as casting it for an alternative cost, and an alternative cost may be applied to a spell cast this way. For example, if an effect allows you to cast an artifact card without paying its mana cost, you could either cast Blitz Automaton normally, or as a prototyped spell.
  • If an effect copies a prototyped spell, that copy (as well as the token it becomes on the battlefield) will have the same characteristics as the prototyped spell. Similarly, if an effect creates a token that's a copy of a prototyped permanent or causes another permanent to become a copy of it, the copy would have the same characteristics as the prototyped permanent.
  • Regardless of how it was cast, a prototype card always has the same name, abilities, types, and so on. Only the mana cost, mana value, color, power, and toughness change depending on whether the card was cast as a prototyped spell.
  • The prototype ability functions in any zone that the spell could be cast from. For example, if an effect allows you to cast artifact spells from your graveyard, you could cast a prototyped Blitz Automaton from your graveyard.
  • When cast as a prototyped spell, that spell has the mana cost, power, and toughness characteristics shown in its colored, secondary text box rather than the normal values of those characteristics. Its color and mana value are determined by that mana cost. The permanent that spell becomes as it resolves has the same characteristics. If the spell leaves the stack in any other way, or the permanent it becomes leaves the battlefield, it immediately resumes using its normal characteristics.
  • When casting a prototyped spell, use only its prototype characteristics to determine whether it's legal to cast it. For example, if Blitz Automaton is exiled with the last ability of Chandra, Dressed to Kill, you would be able to cast it for {2}{R} (because it's a red spell), even though you wouldn't be able to cast it as a colorless spell for its normal cost.
  • You choose the target creature as you put Steel Seraph's triggered ability on the stack. You choose which ability that creature gains as the ability resolves.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 1.79 USD
    Cardmarket / 1.93 EUR 1.43 EUR
    Tcgplayer / 0.86 USD 1.36 USD
    Manapool 0.4 USD / 0.41 USD

    Legalities

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

    Text

    Prototype — 3/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) Flying At the beginning of combat on your turn, target creature you control gains your choice of flying, vigilance, or lifelink until end of turn.