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"Find me cards equivalent to: Breathless Knight"

Equivalent cards to Breathless Knight (black/white, graveyard value, flying/lifelink/spirit/knight) include:

  • Firja's Retribution (BW, makes Angel Knights with flying/vigilance on ETB, somewhat similar tribal/recursion theme)
  • Lurrus of the Dream-Den (BW, lifelink, recursion from graveyard)
  • Resplendent Marshal (white, flying, graveyard/ETB effect involving counters)
  • Rally the Ancestors (BW, graveyard recursion, mass creature return)

All maintain similar color and graveyard value themes, but none match every attribute exactly; Breathless Knight is quite unique, especially for its +1/+1 counter-on-graveyard-ETB ability.

Found Cards

5 Results

Breathless Knight

Firja's Retribution

Lurrus of the Dream-Den

Rally the Ancestors

Resplendent Marshal

Breathless Knight #680 Creature — Spirit Knight

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 3
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Spirit
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink

    Rules

  • No entries
  • 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

    Flying, lifelink Whenever this creature or another creature you control enters, if that creature entered from a graveyard or you cast it from a graveyard, put a +1/+1counteron this creature.

    Firja's Retribution #210s Enchantment — Saga

    Info

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

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • Only Angels you control as the chapter II ability resolves will gain the activated ability. Similarly, only Angels you control as the chapter III ability resolves will gain double strike. In both cases, Angels that come under your control later in the turn won't gain the ability.
  • Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
  • The power of the target creature must be less than the power of the Angel as you activate the ability. As the ability tries to resolve, the powers are compared again. If the power of the target creature is no longer less than the power of the Angel, the ability won't resolve. If the Angel is no longer on the battlefield at that time, use its power as it last existed on the battlefield to determine if the ability resolves.
  • Prices

    Seller Price
    Cardkingdom 2.29 USD
    Cardmarket 1.51 EUR
    Manapool 4.13 USD
    Tcgplayer 3.44 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Create a 4/4 white Angel Warrior creature token with flying and vigilance. II — Until end of turn, Angels you control gain ":Destroytarget creature with power less than this creature's power." III — Angels you control gain double strike until end of turn.

    Lurrus of the Dream-Den #226s Legendary Creature — Cat Nightmare

    Info

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

    Abilities/Keywords

    Companion Lifelink

    Rules

  • 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.
  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value. For example, if a permanent spell costs {X}{W}, you could cast it with X as 1 but not as 2.
  • If a card in a player's deck has {X} in its mana cost, X is considered to be 0.
  • If a permanent card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
  • 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 cast a spell from your graveyard using another permission, Lurrus's effect doesn't apply. You can cast another permanent spell from your graveyard.
  • If you cast one permanent spell from your graveyard and then have a new Lurrus come under your control in the same turn, you may cast another permanent spell from your graveyard that turn.
  • 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.
  • Lurrus doesn't care about instant and sorcery cards in your starting deck. They may have any mana value.
  • Lurrus doesn't let you play lands from your graveyard.
  • Once you begin to cast the spell, losing control of Lurrus won't affect the spell. You can finish casting it as normal.
  • 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 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.
  • You must follow the normal timing permissions and restrictions of the spell you cast from your graveyard.
  • You must pay the costs to cast that spell. If it has an alternative cost, such as a mutate cost, you may cast it for that cost instead.
  • 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.
  • 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
    Manapool 8.01 USD
    Cardmarket 5.69 EUR
    Cardkingdom 8.99 USD
    Tcgplayer 8.3 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 — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.

    Rally the Ancestors #22 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 0.79 USD
    Cardmarket 0.54 EUR / 1.62 EUR
    Tcgplayer / 1.72 USD 0.28 USD
    Manapool 0.19 USD / 0.59 USD

    Legalities

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

    Text

    Return each creature card with mana value X or less from your graveyard to the battlefield. Exile those creatures at the beginning of your next upkeep. Exile Rally the Ancestors.

    Resplendent Marshal #22s Creature — Angel Warrior

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • You don’t choose which creature card you’re exiling, if any, until the triggered ability is resolving. When you do, the reflexive triggered ability triggers. Players may respond to this reflexive triggered ability, knowing the creature types of the card you exiled and which creatures might get a +1/+1 counter. This is different than effects that say “If you do” in that players may take actions after you’ve exiled another creature card but before putting counters on other creatures you control.
  • Prices

    Seller Price
    Cardmarket 2.41 EUR
    Manapool 2.57 USD
    Tcgplayer 3.22 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 When this creature enters or dies, you may exile another creature card from your graveyard. When you do, put a +1/+1counteron each creature you control other than this creature that shares a creature type with the exiled card.