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"Find me cards equivalent to: Aboleth Spawn"

Equivalent cards (same color, related ability interaction):
1. Aboleth Spawn — Original card.
2. Containment Priest — Flash, affects creatures entering the battlefield.
3. Hushbringer — Shuts off ETB/death triggers, blue doesn’t do much copying in this way.
4. Stifle — Instant, can counter triggered ability (not copying, but interacts similarly).
5. Sakashima of a Thousand Faces — Copies creatures and their ETBs.


Reason: Blue rarely copies opponent’s triggered abilities, so closest are cards that interact with ETBs or abilities.

Found Cards

5 Results

Aboleth Spawn

Containment Priest

Hushbringer

Sakashima of a Thousand Faces

Stifle

Aboleth Spawn #CLB-662 Creature — Fish Horror

Info

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

    Abilities/Keywords

    Flash Ward

    Rules

  • Aboleth Spawn's ability cares only about triggered abilities of the creature that's entering, not abilities of other permanents that trigger when that creature enters the battlefield.
  • Aboleth Spawn's ability will always go on the stack on top of the entering creature's triggered ability that caused it to trigger. The copy it creates will be created on the stack on top of the entering creature's triggered ability and the copy will resolve before that ability.
  • Effects that modify how a creature enters the battlefield are not triggered abilities and are not affected by Aboleth Spawn's ability. These include (but aren't limited to) entering the battlefield as a copy of another permanent, entering the battlefield with counters, and entering the battlefield tapped.
  • If the ability is modal (that is, it has a bulleted list of choices), the copy will have the same mode(s). You can't choose new ones.
  • The copy will have the same targets as the ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Triggered abilities use the words "when," "whenever," or "at." They're often written as "[Trigger condition],[effect]."
  • 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

    Flash Ward Probing Telepathy — Whenever a creature entering under an opponent's control causes a triggered ability of that creature to trigger, you may copy that ability. You may choose new targets for the copy.

    Containment Priest #292 Creature — Human Cleric

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • Containment Priest's last ability won't affect any creatures that were cast, including ones cast from unusual zones such as your graveyard.
  • If Containment Priest enters the battlefield at the same time as other creatures, its ability won't affect those creatures.
  • If Containment Priest enters the battlefield without being cast, its ability won't exile itself.
  • If a noncreature card wasn't cast and is entering the battlefield as a creature (due to an effect such as that of March of the Machines), it will be exiled. Conversely, if a creature card wasn't cast and is entering the battlefield as a noncreature permanent (for example, Heliod, Sun-Crowned with insufficient devotion), it won't be exiled.
  • Prices

    Seller Price
    Cardmarket / 49.01 EUR 1.25 EUR
    Manapool / 36.89 USD 0.73 USD
    Tcgplayer / 44.59 USD 1.41 USD
    Cardkingdom 2.99 USD / 99.99 USD

    Legalities

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

    Text

    Flash If a nontoken creature would enter and it wasn't cast, exile it instead.

    Hushbringer #18p Creature — Faerie

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Faerie
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink

    Rules

  • A creature entering the battlefield or dying at the same time as Hushbringer (including Hushbringer itself entering or dying) won't cause abilities to trigger.
  • Abilities that apply "as [this creature] enters the battlefield," such as choosing a color with Diamond Knight, are unaffected.
  • An ability that triggers on an event that causes a creature to die will still trigger. For example, an ability that triggers "whenever you sacrifice a creature" still triggers.
  • An ability that triggers when a card is put into a graveyard "from anywhere" may still trigger even if a creature dies. It will trigger if the ability is of a dying creature that triggers only when that creature is put into a graveyard from anywhere, if Hushbringer is the card being put into a graveyard, or if Hushbringer leaves the battlefield at the same time as the dying creature.
  • An ability that triggers when a creature "leaves the battlefield" won't trigger if that creature leaves the battlefield by dying.
  • Hushbringer affects a creature's own triggered abilities as well as other triggered abilities that trigger when that creature enters the battlefield or dies. Such triggered abilities start with "when" or "whenever."
  • Look at each permanent as it exists on the battlefield, taking into account continuous effects that apply to it after entering or before dying, to determine whether any triggered abilities will be stopped from triggering. For example, if a land that has become a creature dies, an ability that triggers when it dies doesn't trigger.
  • Replacement effects are unaffected by Hushbringer's ability. For example, a creature that enters the battlefield with one +1/+1 counter on it will still receive a +1/+1 counter, and Leyline of the Void will still exile creatures that would die.
  • The trigger event doesn't have to specifically refer to "creatures." In these cases, the trigger event may also refer to something being "put into a graveyard from the battlefield." For example, an ability that triggers "whenever an artifact is put into a graveyard from the battlefield" won't trigger if an artifact creature dies while Hushbringer is on the battlefield.
  • Prices

    Seller Price
    Tcgplayer 1.22 USD / 1.67 USD
    Cardmarket 0.85 EUR / 1.03 EUR
    Cardkingdom / 2.99 USD 1.29 USD
    Manapool / 1.35 USD 0.91 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, lifelink Creatures entering or dying don't cause abilities to trigger.

    Sakashima of a Thousand Faces #CMR-89 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

    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.)

    Stifle #52 Instant

    Info

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

    Rules

  • An activated ability has a "Cost: Effect" format. Look for the colon. A triggered ability starts with "when", "whenever", or "at".
  • It can target delayed triggered abilities. For example, a card that says "Whenever a player cycles a card, you may exile target creature. If you do, return that creature to the battlefield at the beginning of the end step." triggers when a player cycles a card and creates a delayed trigger that happens at the beginning of the end step. You can choose to target the "at the beginning of the end step" trigger when it is placed on the stack at end of turn.
  • Turn-based actions and special actions like the normal card draw, combat damage, or turning a face-down creature face up can't be targeted.
  • Prices

    Seller Price
    Manapool 22.05 USD / 743.82 USD
    Cardmarket 24.98 EUR / 397.78 EUR
    Cardkingdom 34.99 USD
    Tcgplayer / 399.99 USD 39.16 USD

    Legalities

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

    Text

    Counter target activated or triggered ability. (Mana abilities can't be targeted.)