cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Aminatou, the Fateshifter"

Equivalent cards to Aminatou, the Fateshifter (Esper colors: W/U/B, Legendary Planeswalker, viable commanders) are:
1. Narset, Enlightened Exile – W/U/R, but not Esper; similar multicolor planeswalker with unique ability, but not legal as Esper commander.
2. Teferi, Temporal Archmage – U, can be a commander, has unique blink and card advantage effects.
3. Estrid, the Masked – W/U/G, another Sultai planeswalker commander with blink synergy, but not Esper colored.
4. Sen Triplets – Legendary Esper creature, not planeswalker, but similar color and unique control abilities.

Direct equivalent as Esper colored planeswalker commander does not exist; Aminatou, the Fateshifter is unique. Only Teferi, Temporal Archmage is a planeswalker with similar potential as a commander, but only blue. No other Esper planeswalker can be your commander.

Found Cards

5 Results

Aminatou, the Fateshifter

Estrid, the Masked

Narset, Enlightened Exile

Sen Triplets

Teferi, Temporal Archmage

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
    Cardkingdom 1.29 USD
    Manapool 0.82 USD
    Cardmarket 0.33 EUR
    Tcgplayer 2.16 USD

    Legalities

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

    Text


    +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
    Manapool 0.88 USD
    Cardkingdom 2.49 USD
    Tcgplayer 1.08 USD
    Cardmarket 1.17 EUR

    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.

    Narset, Enlightened Exile #MAT-38 Legendary Creature — Human Monk

    Info

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

    Rules

  • If a creature has multiple instances of prowess, each triggers separately.
  • If another effect causes Narset's power to be less than or equal to the mana value of the target card as the ability tries to resolve, the target is illegal. The card won't be exiled, and you won't get to cast a copy.
  • If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X.
  • If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
  • If you don't want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are performed.
  • Narset's first ability gives it prowess while it's on the battlefield.
  • Once a prowess ability triggers, causing the creature to lose prowess by removing Narset, Enlightened Exile won't affect that ability. The creature will still get +1/+1 until end of turn.
  • You cast the copy while the ability is resolving and still on the stack. You can't wait to cast it later in the turn.
  • 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

    Creatures you control have prowess. Whenever Narset attacks, exile target noncreature, nonland card with mana value less than Narset's power from a graveyard and copy it. You may cast the copy without paying its mana cost.

    Sen Triplets #109 Legendary Artifact Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Abilities that create replacement effects, such as a permanent entering the battlefield tapped or with counters on it, are unaffected by Sen Triplets. Abilities that apply “as [this creature] enters the battlefield” are also replacement effects and are unaffected.
  • Activated abilities are written in the form “[Cost]: [Effect].” Some keyword abilities (such as cycling) are activated abilities and will have colons in their reminder texts.
  • Sen Triplets doesn't allow you to play more than one land during your turn or change when you may cast spells from the target opponent's hand.
  • The target opponent can't activate any abilities, including mana abilities.
  • Triggered abilities use the word “when,” “whenever,” or “at.” They're often written as “[Trigger condition], [effect].” Triggered abilities are unaffected by Sen Triplets.
  • You can't activate abilities of cards in the target opponent's hand.
  • Prices

    Seller Price
    Manapool / 37.73 USD 7.8 USD
    Cardkingdom / 44.99 USD 9.99 USD
    Tcgplayer / 41.2 USD 9.58 USD
    Cardmarket 2.87 EUR / 15.01 EUR

    Legalities

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

    Text

    At the beginning of your upkeep, choose target opponent. This turn, that player can't cast spells or activate abilities and plays with their hand revealed. You may play lands and cast spells from that player's hand this turn.

    Teferi, Temporal Archmage #19 Legendary Planeswalker — Teferi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Teferi
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If you control Teferi’s emblem, the rule that says you can activate a loyalty ability only if none of that permanent’s loyalty abilities have been activated that turn still applies. In other words, you could activate a planeswalker’s loyalty ability once on your turn and once on each of your opponents’ turns.
  • If you control The Chain Veil (from the Magic 2015 core set) and its activated ability has resolved, and you also control Teferi’s emblem, for each planeswalker you control, you can activate one of its loyalty abilities during that turn any time you could cast an instant, and then you may activate a loyalty ability again that turn (choosing the same loyalty ability or a different one) any time you could cast an instant.
  • Prices

    Seller Price
    Tcgplayer 2.28 USD
    Manapool 1.44 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.29 EUR

    Legalities

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

    Text


    +1 Look at the top two cards of your library. Put one of them into your hand and the other on the bottom of your library.
    −1 Untap up to four target permanents.
    −10 You get an emblem with "You may activate loyalty abilities of planeswalkers you control on any player's turn any time you could cast an instant." Teferi, Temporal Archmage can be your commander.