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"Find me cards equivalent to: Celestial Armor"

Closest existing cards to your custom Celestial Armor are:
1. Lightning Greaves

  • Colorless, gives shroud and haste, equips for
    0.

  • Reason: Provides protection and instant-speed equip.
    2. Swiftfoot Boots
  • Colorless, gives hexproof and haste, equips for
    1.

  • Reason: Gives hexproof/protection and equips quickly.
    3. Eland Umbra (Aura, not Equipment, but white)
  • Gives +0/+4 and totem armor.

  • Reason: Some protection and a stat boost in white.

No current white Equipment matches all your search attributes (flash, immediate equip, protection, flying, and pump). The closest is Swiftfoot Boots for protection and Maul of the Skyclaves for flying and pumping.

  • Maul of the Skyclaves:
    Equips as it enters, gives +2/+2 and flying/first strike, but lacks flash and hexproof/indestructible.

Summary:

  • Swiftfoot Boots (for hexproof & equip)
  • Maul of the Skyclaves (for flying & immediate equip)
  • Celestial Armor (your custom card)
    No white artifact equipment fully matches your card yet.
Found Cards

5 Results

Celestial Armor

Eland Umbra

Lightning Greaves

Maul of the Skyclaves

Swiftfoot Boots

Celestial Armor #443 Artifact — Equipment

Info

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

    Abilities/Keywords

    Equip Flash

    Rules

  • Attaching Celestial Armor to a creature that has already been blocked won't cause it to become unblocked, even if one or more of the blocking creatures don't have flying or reach.
  • If a creature gains hexproof in response to a spell or ability controlled by an opponent that only targets that creature, then when that spell or ability tries to resolve, all of its targets will be illegal. As a result, that spell or ability won't resolve and none of its effects will happen.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 1.99 USD
    Cardmarket / 0.86 EUR 0.6 EUR
    Manapool / 0.94 USD 0.51 USD
    Tcgplayer / 1.45 USD 0.71 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 (You may cast this spell any time you could cast an instant.) When this Equipment enters, attach it to target creature you control. That creature gains hexproof and indestructible until end of turn. Equipped creature gets +2/+0 and has flying. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Eland Umbra #19 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • 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 / 2.34 USD 0.38 USD
    Cardmarket 0.3 EUR / 2.37 EUR
    Cardkingdom / 6.99 USD 0.39 USD
    Manapool / 1.58 USD 0.25 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +0/+4. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it anddestroythis Aura.)

    Lightning Greaves #202 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
  • You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
  • Prices

    Seller Price
    Tcgplayer 3.48 USD
    Cardkingdom / 7.99 USD 5.99 USD
    Cardmarket 3.73 EUR
    Manapool / 13.16 USD 3.68 USD

    Legalities

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

    Text

    Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip

    Maul of the Skyclaves #80 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • Attaching an Equipment with its enters-the-battlefield triggered ability isn't the same as using its equip ability. You don't pay mana for the attachment, and if the Equipment enters at a time you couldn't cast a sorcery, you can still attach it to a creature you control.
  • If the target creature becomes an illegal target, the Equipment remains on the battlefield unattached.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD
    Manapool 0.2 USD
    Tcgplayer 0.35 USD
    Cardmarket 0.28 EUR

    Legalities

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

    Text

    When this Equipment enters, attach it to target creature you control. Equipped creature gets +2/+2 and has flying and first strike.(It deals combat damage before creatures without first strike.) Equip

    Swiftfoot Boots #216 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Tcgplayer 2.08 USD
    Cardkingdom / 5.99 USD 4.99 USD
    Manapool 2.25 USD / 4.76 USD
    Cardmarket 1.95 EUR

    Legalities

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

    Text

    Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.) Equip (: Attach to target creature you control. Equip only as a sorcery.)