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"Find me cards equivalent to: Defenestrated Phantom"

Equivalent cards to Defenestrated Phantom (Color: White, Type: Creature — Spirit, Disguise ability):
1. Hopeless Nightmare (White Spirit with Disguise)
2. Gleaming Geardrake (White Disguise flyer, though not a Spirit)
3. Unruly Krasis (White disguise card, not Spirit but shares Disguise mechanic)


Reason: As of Outlaws of Thunder Junction, there are few white Spirits with Disguise. Other white Disguise cards can share similar play patterns. Defenestrated Phantom is unique among white Disguise Spirits with flying.

Found Cards

4 Results

Defenestrated Phantom

Gleaming Geardrake

Hopeless Nightmare

Unruly Krasis

Defenestrated Phantom #11 Creature — Spirit

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 6
Power/Toughness: 4/3
Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Disguise Flying

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
  • Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.03 USD / 0.03 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 0.02 EUR / 0.02 EUR

    Legalities

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

    Text

    Flying Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)

    Gleaming Geardrake #361 Artifact Creature — Drake

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Drake
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
  • Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Prices

    Seller Price
    Cardmarket / 0.17 EUR 0.15 EUR
    Tcgplayer / 0.29 USD 0.23 USD
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Flying When this creature enters, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.") Whenever yousacrificean artifact, put a +1/+1counteron this creature.

    Hopeless Nightmare #WOE-95 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Scry

    Rules

  • Hopeless Nightmare's first ability causes each opponent to lose 2 life even if some or all of those players were unable to discard a card.
  • Prices

    Seller Price

    Legalities

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

    Text

    When this enchantment enters, each opponent discards a card and loses 2 life. When this enchantment is put into a graveyard from the battlefield, scry 2. :Sacrificethis enchantment.

    Unruly Krasis #50 Creature — Shark Octopus Lizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Shark
  • Octopus
  • Lizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt Trample

    Rules

  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • The value of X is determined only once, as Unruly Krasis's second ability resolves. Further changes to Unruly Krasis's power that turn won't cause the target creature's base power and toughness to change.
  • Unruly Krasis's second ability will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify its power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Cardmarket 0.35 EUR
    Manapool 0.18 USD
    Tcgplayer 0.38 USD

    Legalities

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

    Text

    Trample Whenever this creature attacks, you may have the base power and toughness of another target creature you control become X/X until end of turn, where X is this creature's power. : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)