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5 Cards Found

AI 🤖 Find me cards equivalent to: Ajani's Aid

Equivalent white cards to Ajani's Aid (protecting Planeswalkers) are:
1. Heroic Intervention (green/does all permanents)
2. Faith's Shield
3. Eerie Interlude
4. Teferi's Protection (white/phase out applies to all)


Reason: These cards can protect your planeswalker from destruction or removal, similar to Ajani's Aid. Faith's Shield is the closest in white.

Results:

Ajani's Aid #188 Enchantment

Info

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

    Rules

  • The last ability of Ajani’s Aid doesn’t target anything. You choose a source of damage as the ability resolves.
  • You can activate the last ability even if there is no creature about to deal combat damage, or even no creature at all. No damage will be prevented, but it will enable your revolt abilities.
  • Prices

    Seller Price
    Tcgplayer 0.14 USD
    Cardmarket 0.18 EUR / 0.15 EUR
    Cardsphere 0.27 USD

    Legalities

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

    Text

    When this enchantment enters, you may search your library and/or graveyard for a card named Ajani, Valiant Protector, reveal it, and put it into your hand. If you search your library this way,shuffle Sacrifice this enchantment: Prevent all combat damage a creature of your choice would deal this turn.

    Eerie Interlude #16 Instant

    Info

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

    Rules

  • Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
  • If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
  • If a double-faced card is exiled, it will return with its front face up.
  • Prices

    Seller Price
    Tcgplayer 4.62 USD / 9.57 USD
    Cardmarket 4.97 EUR / 6.74 EUR
    Cardkingdom 8.99 USD / 10.99 USD
    Cardsphere 5.75 USD

    Legalities

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

    Text

    Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

    Faith's Shield #7 Instant

    Info

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

    Abilities/Keywords

    Rules

  • A player with protection from a color can’t be damaged, enchanted (including by Curses), or targeted by anything of that color.
  • Faith’s Shield targets a permanent regardless of how much life you have. If that permanent is an illegal target when Faith’s Shield tries to resolve, Faith’s Shield won’t resolve and none of its effects will happen. Neither you nor any of your permanents will gain protection from a color.
  • You choose only one color (not one color per player and permanent). You choose the color as Faith’s Shield resolves.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD / 2.93 USD
    Cardmarket 0.25 EUR / 1.16 EUR
    Cardsphere 0.23 USD

    Legalities

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

    Text

    Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.

    Heroic Intervention #999 Instant

    Info

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

    Rules

  • A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
  • The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
  • 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
    Tcgplayer 13.32 USD

    Legalities

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

    Text

    Permanents you control gain hexproof and indestructible until end of turn.

    Teferi's Protection #164 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • ---------- The following rulings focus on the "protection from" keyword ----------
  • ---------- The following rulings focus on the phasing keyword ----------
  • ---------- The following rulings focus on what it means if your life total can't change ----------
  • A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn.
  • Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.
  • Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.
  • Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.
  • Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.
  • Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.
  • If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
  • If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.
  • If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.
  • If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.
  • If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
  • If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.
  • Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
  • Permanents that phase out with counters phase in with those counters.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.
  • Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.
  • While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.
  • You can't pay a cost that includes the payment of any amount of life other than 0 life.
  • Prices

    Seller Price
    Tcgplayer 47.56 USD
    Cardmarket 25.99 EUR / 39.25 EUR

    Legalities

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

    Text

    Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

    Ajani's Aid Enchantment Normal - ~$0.19

    Eerie Interlude Instant Normal - ~$7.38

    Faith's Shield Instant Normal - ~$0.95

    Heroic Intervention Instant Normal - ~$13.32

    Teferi's Protection Instant Normal - ~$37.6

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