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AI 🤖 Find me cards equivalent to: Archmage of Echoes

Equivalent cards to Archmage of Echoes (blue creature, rewards Faerie or Wizard spells, and/or copying abilities) include:

  • Naru Meha, Master Wizard (also a Wizard lord, copies spells)
  • Glen Elendra Archmage (powerful Faerie Wizard synergy, counters spells)
  • Imposter Mech (copying creatures, in blue)
  • Talrand, Sky Summoner (creates tokens for casting spells)

All focus on blue spellcasting, tribal support, or copy effects like Archmage of Echoes.

Results:

Archmage of Echoes #45 Creature — Faerie Wizard

Info

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

    Abilities/Keywords

    Flying Ward

    Rules

  • A resolving copy of a permanent spell becomes a token, so the token isn't "created." Effects that care about a token being created won't interact with a token that enters the battlefield from Archmage of Echoes's ability.
  • The copy remembers any decisions that were made for the original spell as it was cast, including values chosen for X in its mana cost and whether any alternative or additional costs were chosen. For example, if the original creature spell had kicker and its kicker cost was paid, the copy will also be kicked.
  • Prices

    Seller Price
    Tcgplayer 5.25 USD
    Cardmarket 4.15 EUR
    Cardkingdom 7.49 USD
    Cardsphere 5.12 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, ward Whenever you cast a Faerie or Wizard permanent spell, copy it. (The copy becomes a token.)

    Glen Elendra Archmage #115 Creature — Faerie Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Faerie
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Persist

    Rules

  • If a creature with persist stops being a creature, persist will still work.
  • If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
  • If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
  • If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
  • If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
  • The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
  • When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
  • Prices

    Seller Price
    Tcgplayer 67.71 USD
    Cardmarket 38.05 EUR
    Cardkingdom 54.99 USD

    Legalities

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

    Text

    Flying ,Sacrificethis creature:Countertarget noncreature spell. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1counteron it.)

    Imposter Mech #97919 Artifact — Vehicle

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 3/1
    Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew

    Rules

  • If Imposter Mech enters the battlefield as a copy of a creature that was also a planeswalker, it loses both the planeswalker and creature card types. Its controller may activate any loyalty abilities it now has as normal, but it notably cannot be attacked and it does not lose loyalty counters when it is dealt damage.
  • Imposter Mech does not copy any subtypes related to a card type that it lost. For example, if Imposter Mech enters the battlefield as a copy of a 1/1 Human Soldier token, it is neither a Human nor a Soldier. It won't gain those subtypes if it is later crewed.
  • 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 this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3

    Naru Meha, Master Wizard #59s Legendary Creature — Human Wizard

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to a Wizard you control may become lethal if Naru leaves the battlefield during that turn.
  • If the spell has damage divided as it was cast (like Fight with Fire does when kicked), the division can't be changed (although the targets receiving that damage still can).
  • If the spell that's copied has an X whose value was determined as it was cast (like Jaya's Immolating Inferno does), the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. A different mode can't be chosen.
  • Naru's triggered ability can copy any instant or sorcery spell, not just one with targets.
  • The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell 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).
  • Prices

    Seller Price
    Tcgplayer 7.92 USD
    Cardmarket 2.22 EUR
    Cardkingdom 3.49 USD

    Legalities

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

    Text

    Flash When Naru Meha enters, copy target instant or sorcery spell you control. You may choose new targets for the copy. Other Wizards you control get +1/+1.

    Talrand, Sky Summoner #318 Legendary Creature — Merfolk Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger, but after targets have been chosen for that spell. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 0.52 USD / 10.6 USD
    Cardmarket 0.42 EUR / 6.16 EUR
    Cardkingdom 0.69 USD / 8.99 USD
    Cardsphere 0.51 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 you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.

    Archmage of Echoes Creature — Faerie Wizard Normal - ~$5.5

    Glen Elendra Archmage Creature — Faerie Wizard Normal - ~$53.58

    Imposter Mech Artifact — Vehicle Normal

    Naru Meha, Master Wizard Legendary Creature — Human Wizard Normal - ~$4.54

    Talrand, Sky Summoner Legendary Creature — Merfolk Wizard Normal - ~$3.98

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