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"Find me cards equivalent to: Unstable Shapeshifter"

Equivalent cards to Unstable Shapeshifter (color: blue, copying creatures):
1. Clever Impersonator — Can enter as a copy of any nonland permanent.
2. Sakashima the Impostor — Can become a copy of another creature and retains its copying ability.
3. Sakashima of a Thousand Faces — Enters as a copy of a creature you control, keeps its name/legend rule workaround.
4. Quasiduplicate — Creates a token that's a copy of a creature you control.
5. Phantasmal Image — Enters as a copy of any creature.

All are blue, have strong copy effects like Unstable Shapeshifter, though not all trigger upon other creatures entering. Sakashima the Impostor is closest in recurring copy potential.

Found Cards

6 Results

Clever Impersonator

Phantasmal Image

Quasiduplicate

Sakashima of a Thousand Faces

Sakashima the Impostor

Unstable Shapeshifter

Clever Impersonator #8 Creature — Shapeshifter

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: 0/0
Types:
  • Creature
  • SubTypes:
  • Shapeshifter
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any enters-the-battlefield abilities of the chosen permanent will trigger when Clever Impersonator enters the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the chosen permanent will also work.
  • Clever Impersonator copies exactly what is printed on the chosen permanent (unless that permanent is copying something else or is a token; see below). It doesn't copy whether that permanent is tapped or untapped, whether that permanent has any counters on it or any Auras and/or Equipment attached to it, and it doesn't copy any non-copy effects that have changed that permanent's power, toughness, types, color, abilities, or so on.
  • If Clever Impersonator enters the battlefield as a copy of a planeswalker, it will enter the battlefield with a number of loyalty counters on it equal to the loyalty printed in the lower right corner of the planeswalker card. It won't copy the number of loyalty counters on the original planeswalker.
  • If Clever Impersonator enters the battlefield at the same time as another permanent, it can't become a copy of that permanent. You may choose only a nonland permanent that's already on the battlefield.
  • If the chosen permanent has {X} in its mana cost, X is considered to be 0.
  • If the chosen permanent is a copy of something else (for example, if the chosen permanent is another Clever Impersonator), then your Clever Impersonator enters the battlefield as whatever the chosen permanent copied.
  • If the chosen permanent is a token, Clever Impersonator copies the original characteristics of that token as defined by the effect that put that token onto the battlefield. Clever Impersonator is not a token.
  • Remember that if you control more than one legendary permanent with the same name, you'll choose one to remain on the battlefield and put the rest into their owner's graveyard.
  • You can choose not to copy anything. In that case, Clever Impersonator enters the battlefield as a 0/0 creature, and it's put into the graveyard immediately (unless something is raising its toughness above 0).
  • You choose which nonland permanent Clever Impersonator will copy, if any, as it enters the battlefield. This doesn't target that nonland permanent.
  • Prices

    Seller Price
    Manapool / 7.03 USD 2.7 USD
    Tcgplayer 4.03 USD / 9.34 USD
    Cardkingdom / 11.99 USD 5.49 USD
    Cardmarket / 7.25 EUR 3.09 EUR

    Legalities

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

    Text

    You may have this creature enter as a copy of any nonland permanent on the battlefield.

    Phantasmal Image #2306 Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/0
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any enters-the-battlefield abilities of the copied creature will trigger when Phantasmal Image enters the battlefield. Any “as [this creature] enters the battlefield” or “[this creature] enters the battlefield with” abilities of the chosen creature will also work.
  • If Phantasmal Image somehow enters the battlefield at the same time as another creature, Phantasmal Image can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
  • If the chosen creature has {X} in its mana cost, X is considered to be 0.
  • If the chosen creature is a token, Phantasmal Image copies the original characteristics of that token as stated by the effect that created the token. Phantasmal Image is not a token in this case.
  • If the chosen creature is copying something else (for example, if the chosen creature is another Phantasmal Image), then Phantasmal Image enters the battlefield as whatever the chosen creature copied.
  • Phantasmal Image copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below) and it gains the Illusion creature type and the triggered ability. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
  • The Illusion creature type and the triggered ability that Phantasmal Image gains as part of its copy effect are both copiable values that other effects may copy.
  • Prices

    Seller Price
    Tcgplayer / 10.22 USD 7.33 USD
    Manapool 5.73 USD / 9.62 USD
    Cardmarket 6.89 EUR / 8.53 EUR
    Cardkingdom / 10.99 USD 9.49 USD

    Legalities

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

    Text

    You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability,sacrificeit."

    Quasiduplicate #51p Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work.
  • If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
  • If the copied creature has {X} in its mana cost, X is 0.
  • If the copied creature is copying something else, the token enters the battlefield as whatever that creature is copying.
  • If the copied creature is itself a token, the token created by Quasiduplicate copies the original characteristics of that token as stated by the effect that created it.
  • The token copies exactly what is printed on the creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on.
  • You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Manapool 1.5 USD / 3.21 USD
    Cardmarket 0.68 EUR / 1.14 EUR
    Cardkingdom 3.99 USD / 7.99 USD
    Tcgplayer / 2.57 USD 1.64 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 a token that's a copy of target creature you control. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

    Sakashima of a Thousand Faces #18 Legendary Creature — Human Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 3/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • Any enters-the-battlefield abilities of the copied creature will trigger when Sakashima enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
  • If Sakashima is your commander, it remains your commander even if it's copying another creature. If Sakashima is not your commander, it remains not your commander even if it's copying your commander.
  • If Sakashima somehow enters the battlefield at the same time as another creature, it can't become a copy of that creature. You may choose only a creature that's already on the battlefield.
  • If another creature becomes a copy of Sakashima, that creature also has Sakashima's other abilities.
  • If the chosen creature has {X} in its mana cost, X is considered to be 0.
  • If the chosen creature is a token, Sakashima copies the original characteristics of that token as stated by the effect that put that token onto the battlefield. Sakashima doesn't become a token in this case.
  • If the chosen creature is copying something else, then Sakashima enters the battlefield as whatever the chosen creature copied.
  • If you control more than one legendary permanent with the same name and the "legend rule" begins applying again (perhaps because Sakashima of a Thousand Faces leaves the battlefield), you'll immediately have to comply with the rule and put all but one of those permanents into the graveyard.
  • Sakashima of a Thousand Faces copies exactly what was printed on the original creature (unless that creature is copying something else or is a token; see below), except that it also has Sakashima's other abilities. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or any Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.
  • The "legend rule" is the rule that states that if a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. (704.5j at the time of this document's creation for those of you scoring at home.)
  • While the "legend rule" doesn't apply to permanents you control, you can control any number of legendary permanents with the same name and none of them will be put into the graveyard.
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Bruse Tarl and Ishai are your commanders, your deck may contain cards with red, white, and/or blue in their color identity, but not cards with green or black.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Cardkingdom / 32.99 USD 29.99 USD
    Tcgplayer 17.28 USD / 19.34 USD
    Cardmarket / 17.06 EUR 16.84 EUR
    Manapool 16.22 USD / 19.4 USD

    Legalities

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

    Text

    You may have Sakashima enter as a copy of another creature you control, except it has Sakashima's other abilities. The "legend rule" doesn't apply to permanents you control. Partner (You can have two commanders if both have partner.)

    Sakashima the Impostor #2784 Legendary Creature — Human Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If there is no creature on the battlefield or if you don't choose a creature as Sakashima enters, Sakashima remains a 3/1 Human Rogue.
  • Sakashima doesn't get the return to hand ability unless a creature is copied as Sakashima enters. Sakashima can't copy itself because the choice is made as part of the event that puts it onto the battlefield, and whatever will be copied must already be on the battlefield.
  • Sakashima must be on the battlefield at the end of turn in order to return to hand. If Sakashima leaves the battlefield after the ability is activated but before the at-end-of-turn ability resolves, the ability does nothing.
  • 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

    You may have Sakashima the Impostor enter as a copy of any creature on the battlefield, except its name is Sakashima the Impostor, it's legendary in addition to its other types, and it has ": Return Sakashima the Impostor to its owner's hand at the beginning of the next end step."

    Unstable Shapeshifter #100 Creature — Shapeshifter

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Shapeshifter
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a creature enters that has some characteristic or ability set when it enters, the copy does not get to make that choice (because it is not entering. All values are zero and all checks for choices consider the choice not to have been made.
  • If the creature has power/toughness that is continuously recalculated, so does this copy of it.
  • The copy effect is not targeted.
  • When it changes "shape" to a new creature, any "enters" abilities of the creature do not trigger.
  • If an Unstable Shapeshifter is on the battlefield when another Unstable Shapeshifter enters, the first one gets the second one's triggered ability, so it will copy the next creature that enters twice. It will only do so the next time a creature enters, because the second "becomes a copy" effect to resolve will erase the extra triggered ability.
  • The ability is granted as part of the copy effect, which means it will be removed by any effects that would remove abilities regardless of when the effect was created.
  • Prices

    Seller Price
    Tcgplayer 1.01 USD
    Cardkingdom 1.29 USD
    Cardmarket 0.75 EUR
    Manapool 0.31 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 enters, this creature becomes a copy of that creature, except it has this ability.