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"Find me cards equivalent to: Sunhome Guildmage"

Equivalent cards to Sunhome Guildmage (Creature — Human Wizard, Red/White, pumps creatures and makes tokens):
1. Heroic Reinforcements (RW sorcery, but similar effect: gives creatures +1/+1 and creates 2 1/1 RW tokens with haste).
2. Tajic, Legion's Edge (RW, Human Soldier: Mentor, prevents noncombat damage).
3. Impassioned Orator (W, Human Cleric: not RW, but supports tokens).
4. Aurelia, Exemplar of Justice (RW, gives +2/+0 and trample to another creature).
5. Oketra the True (White, but makes tokens).

Closest actual match in ability is Heroic Reinforcements, but it's not a creature. There are few exact RW Human Wizards with both abilities, but Sunhome Guildmage is the best for that color/ability set.

Found Cards

6 Results

Aurelia, Exemplar of Justice

Heroic Reinforcements

Impassioned Orator

Oketra the True

Sunhome Guildmage

Tajic, Legion's Edge

Aurelia, Exemplar of Justice #356z Legendary Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: 2/5
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Mentor

    Rules

  • Aurelia’s last ability resolves before attackers are chosen.
  • If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
  • If the target creature’s power is no longer less than the attacking creature’s power as the ability resolves, mentor doesn’t add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
  • Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature’s power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
  • Once Aurelia’s last ability has resolved, the creature keeps whatever bonuses it got from that ability even if its colors change.
  • The target creature gains trample and vigilance if it’s both red and white. It gets +2/+0 only once, even if it’s both red and white, and even if it’s neither red nor white.
  • Prices

    Seller Price
    Tcgplayer 350 USD
    Cardmarket 357.69 EUR
    Manapool 434.5 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 Mentor (Whenever this creature attacks, put a +1/+1counteron target attacking creature with lesser power.) At the beginning of combat on your turn, choose up to one target creature you control. Until end of turn, that creature gets +2/+0, gains trample if it's red, and gains vigilance if it's white.

    Heroic Reinforcements #218 Sorcery

    Info

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

    Rules

  • The second part of Heroic Reinforcements's effect affects only creatures you control at the time it's applied, including the tokens created by the first part of its effect. Creatures you begin to control later in the turn won't get +1/+1 or gain haste.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.44 USD 0.23 USD
    Cardmarket / 0.32 EUR 0.11 EUR
    Manapool / 0.39 USD 0.15 USD

    Legalities

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

    Text

    Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and this turn.)

    Impassioned Orator #162 Creature — Human Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.78 USD 0.15 USD
    Cardkingdom 0.35 USD / 2.49 USD
    Cardmarket 0.2 EUR / 0.58 EUR
    Tcgplayer / 4.34 USD 0.39 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 another creature you control enters, you gain 1 life.

    Oketra the True #21s Legendary Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 3/6
    Types:
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Indestructible

    Rules

  • Once Oketra has attacked or blocked, it will remain in combat even if the number of other creatures you control becomes two or fewer.
  • You don't have to attack with three other creatures for Oketra to be able to attack. The same is true of blocking.
  • Prices

    Seller Price
    Tcgplayer 17.89 USD
    Cardkingdom 15.99 USD
    Manapool 10.01 USD
    Cardmarket 4.97 EUR

    Legalities

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

    Text

    Double strike, indestructible Oketra can't attack or block unless you control at least three other creatures. : Create a 1/1 white Warrior creature token with vigilance.

    Sunhome Guildmage #200 Creature — Human Wizard

    Info

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

    Rules

  • Only creatures you control when Sunhome Guildmage’s first ability resolves will get +1/+0. Creatures that come under your control later in the turn will not.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket 0.09 EUR / 0.33 EUR
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer / 0.25 USD 0.07 USD

    Legalities

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

    Text

    : Creatures you control get +1/+0 until end of turn. : Create a 1/1 red and white Soldier creature token with haste.

    Tajic, Legion's Edge #204p Legendary Creature — Human Soldier

    Info

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

    Abilities/Keywords

    Haste Mentor

    Rules

  • If Tajic and other creatures you control would be dealt lethal noncombat damage at the same time, the damage that would be dealt to your other creatures is prevented.
  • If the creature with mentor leaves the battlefield with mentor on the stack, use its power as that creature last existed on the battlefield to determine whether the target creature has less power.
  • If the target creature's power is no longer less than the attacking creature's power as the ability resolves, mentor doesn't add a +1/+1 counter. For example, if two 3/3 creatures with mentor attack and both mentor triggers target the same 2/2 creature, the first to resolve puts a +1/+1 counter on it and the second does nothing.
  • Mentor compares the power of the creature with mentor with that of the target creature at two different times: once as the triggered ability is put onto the stack, and once as the triggered ability resolves. If you wish to raise a creature's power so its mentor ability can target a bigger creature, the last chance you have to do so is during the beginning of combat step.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD / 3.49 USD
    Cardmarket 0.36 EUR / 0.81 EUR
    Manapool 0.77 USD / 1.04 USD
    Tcgplayer 0.72 USD / 2 USD

    Legalities

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

    Text

    Haste Mentor (Whenever this creature attacks, put a +1/+1counteron target attacking creature with lesser power.) Prevent all noncombat damage that would be dealt to other creatures you control. : Tajic gains first strike until end of turn.