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AI 🤖 Find me cards equivalent to: Aminatou, the Fateshifter

Cards equivalent to Aminatou, the Fateshifter (Esper colors, planeswalker, blink/flicker/scry effects):
1. Estrid, the Masked — Esper-adjacent, cares about enchantments but has similar loyalty abilities (untap/loyalty manipulation).
2. Teferi, Master of Time — Esper, manipulates loyalty/scry, interacts with top of library.
3. Venser, the Sojourner — Not Esper, but Azorius, focuses on blink/flicker.
4. Yorion, Sky Nomad — Esper-adjacent, creature but major blink/flicker in Azorius.

Few planeswalkers directly copy Aminatou’s unique blink-ability and Esper color identity. Closest equivalents focus on blinking or loyalty/scry manipulation.

Results:

Aminatou, the Fateshifter #37 Legendary Planeswalker — Aminatou

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 3
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Aminatou
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Aminatou's second ability can target any permanent you own, including those another player controls.
  • As Aminatou's third ability resolves, you choose a direction, then each player takes control of their new permanents at the same time.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. The effect of Aminatou's third ability stops applying to all permanents that player controlled and control of them reverts to their previous controller.
  • In a two-player game, each player gains control of each permanent the other controls (aside from Aminatou) no matter which direction you choose.
  • Once the exiled permanent returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled permanent will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist.
  • The effect of Aminatou's third ability lasts indefinitely. It continues to apply after Aminatou (or her controller) leaves the game.
  • You draw a card and put one back all while Aminatou's first ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
  • Prices

    Seller Price
    Tcgplayer 2.36 USD
    Cardmarket 0.18 EUR
    Cardkingdom 0.99 USD
    Manapool 0.9 USD

    Legalities

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

    Text


    +1 Draw a card, then put a card from your hand on top of your library.
    −1 Exile another target permanent you own, then return it to the battlefield under your control.
    −6 Choose left or right. Each player gains control of all nonland permanents other than Aminatou controlled by the next player in the chosen direction. Aminatou, the Fateshifter can be your commander.

    Estrid, the Masked #40 Legendary Planeswalker — Estrid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Estrid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Mill

    Rules

  • All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
  • An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
  • Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
  • Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
  • Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
  • If an Aura card can't enchant anything, it remains in your graveyard.
  • If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
  • You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
  • If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
  • If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
  • If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
  • If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
  • If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
  • Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
  • Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
  • Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
  • Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
  • Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
  • Prices

    Seller Price
    Tcgplayer 1.12 USD
    Cardmarket 1.42 EUR
    Cardkingdom 1.49 USD
    Manapool 0.8 USD

    Legalities

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

    Text


    +2 Untap each enchanted permanent you control.
    −1 Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor.
    −7Millseven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards. Estrid, the Masked can be your commander.

    Teferi, Master of Time #293 Legendary Planeswalker — Teferi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Teferi
  • Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • An attacking creature that phases out is removed from combat.
  • Any continuous effects with a "for as long as" duration such as that of Awakener Druid 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 during their controller's untap step 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 Kitesail Freebooter, 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 attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.
  • If an opponent gains control of your creature and it phases out and the duration of the control-change effect expires before it phases in, that permanent phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
  • 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.
  • Teferi's first ability doesn't change how many of his abilities you can activate during each turn.
  • 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 draw a card and discard a card all while Teferi's first loyalty ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
  • Prices

    Seller Price
    Tcgplayer 8.2 USD / 5.69 USD
    Cardmarket 7.76 EUR / 9.13 EUR
    Cardkingdom 16.99 USD
    Manapool 8.3 USD / 9.97 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 activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
    +1 Draw a card, thendiscarda card.
    −3 Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
    −10 Take two extra turns after this one.

    Venser, the Sojourner #135 Legendary Planeswalker — Venser

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Venser
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A permanent exiled by the first ability will return to the battlefield under your control at the beginning of the next end step even if you no longer control Venser at that time.
  • Emblems behave similarly to enchantments: They have an ability that, in a general sense, continually affects the game. The primary difference between them is that emblems aren’t permanents and don’t exist on the battlefield. Nothing in the game can remove an emblem, simply because no other spell or ability references them. Once you get an emblem, you keep it for the rest of the game. Emblems have no color, name, card type, or other characteristics beyond the listed ability.
  • If the first ability exiles a token, that token will cease to exist. It won’t return to the battlefield.
  • If you control more than one such emblem, each one’s ability will trigger separately whenever you cast a spell.
  • The first ability can target any permanent you own, including those another player controls.
  • Venser’s last ability creates an emblem with a triggered ability. The emblem is the source of the triggered ability. Because emblems are colorless, you can target permanents with protection from white or from blue, for example, with the triggered ability.
  • Venser’s second ability doesn’t lock in what it applies to. That’s because the effect states a true thing about creatures, but doesn’t actually change the characteristics of those creatures. As a result, all creatures can’t be blocked that turn, including creatures you don’t control, creatures that weren’t on the battlefield at the time the ability resolved, and creatures that have lost all abilities.
  • Whenever you cast a spell, the emblem’s ability triggers and goes on the stack on top of it. It will resolve before the spell does.
  • Prices

    Seller Price
    Tcgplayer 3.94 USD / 23.15 USD
    Cardmarket 4.72 EUR / 9.86 EUR
    Cardkingdom 7.49 USD / 16.99 USD
    Manapool 4.16 USD / 16.09 USD

    Legalities

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

    Text


    +2 Exile target permanent you own. Return it to the battlefield under your control at the beginning of the next end step.
    −1 Creatures can't be blocked this turn.
    −8 You get an emblem with "Whenever you cast a spell, exile target permanent."

    Yorion, Sky Nomad #232p Legendary Creature — Bird Serpent

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Serpent
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Companion Flying

    Rules

  • Auras attached to the exiled permanents will be put into their owners' graveyards. Equipment attached to the exiled permanents will become unattached and remain on the battlefield. Any counters on the exiled permanents will cease to exist. Once the exiled permanents return, they're considered new objects with no relation to the objects that they were.
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You can't exile permanents you control but don't own, or permanents that you own but don't control.
  • You choose which permanents to exile as Yorion's triggered ability resolves. No player may take action between the time you choose the permanents and the time they're exiled.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • Your minimum deck size is forty cards for Limited events (such as Booster Draft and Sealed Deck) and sixty cards for Constructed events (such as Standard or casual freeform play). Certain variants may have other minimums. The Commander variant requires exactly one hundred cards, so Yorion can never be your chosen companion in a Commander game.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Tcgplayer 1.26 USD / 1.36 USD
    Cardmarket 1.78 EUR / 2.01 EUR
    Cardkingdom 1.49 USD / 2.99 USD
    Manapool 1.04 USD / 2.5 USD

    Legalities

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

    Text

    Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flying When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.

    Aminatou, the Fateshifter Legendary Planeswalker — Aminatou Normal - ~$1.11

    Estrid, the Masked Legendary Planeswalker — Estrid Normal - ~$1.21

    Teferi, Master of Time Legendary Planeswalker — Teferi Normal - ~$9.43

    Venser, the Sojourner Legendary Planeswalker — Venser Normal - ~$10.8

    Yorion, Sky Nomad Legendary Creature — Bird Serpent Normal - ~$1.8

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