cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Disciple of Caelus Nin"

Equivalent cards to Disciple of Caelus Nin with similar color and effect do not exist in official Magic sets. The phasing mechanic and mass board shift are unique here. Closest white cards with impactful board manipulation include:

  • Terminus (sweeps all creatures)
  • Wrath of God (destroys all creatures)
  • Settle the Wreckage (exiles attacking creatures)

None match the unique phasing and per-player choice of Disciple of Caelus Nin. Closest for phasing is Teferi's Protection, but that affects only you.


Reason:
The effect is unique in both design and functionality. White specializes in board wipes, not selective phasing.

Found Cards

5 Results

Disciple of Caelus Nin

Settle the Wreckage

Teferi's Protection

Terminus

Wrath of God

Disciple of Caelus Nin #105630 Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: 3/4
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any continuous effects with a “for as long as” duration, such as that of Vodalian Mindsinger, ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any one-shot effects that are waiting “until [this] leaves the battlefield,” such as that of Banisher Priest, won’t happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment attached to a permanent that’s phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.
  • If Disciple of Caelus Nin itself phases out, other phased out permanents can phase back in normally while it is phased out. During its controller’s untap step, Caelus Nin and all other phased out permanents that player controls phase in at the same time.
  • If an effect causes a permanent to phase out “until” some event occurs, and that event occurs while Disciple of Caelus Nin is still on the battlefield, the phased out permanent stays phased out forever.
  • Phasing out doesn’t cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won’t cause any “enters the battlefield” abilities to trigger.
  • The last ability means that no permanents phase in under any player’s control as long as Disciple of Caelus Nin is on the battlefield. This includes permanents that phase out in ways other than the first ability, and even permanents that are phased out already when it enters the battlefield. Once it leaves the battlefield, each phased out permanent will phase in normally during its controller’s untap step, with one exception (see below).
  • While a permanent is phased out, it’s treated as though it doesn’t exist. It can’t be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can’t trigger, it can’t attack or block, and so on.
  • 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 creature enters, starting with you, each player chooses up to five permanents they control. All permanents other than this creature that weren't chosen this way phase out. Permanents can't phase in.

    Settle the Wreckage #26 aka. Wrath to Exile Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Settle the Wreckage targets only the player. Creatures with hexproof that player controls will be exiled as this spell resolves.
  • That player can find fewer basic land cards than the number of exiled creatures, whether because they want to or because they don't have that many basic land cards left.
  • The number of lands that player may find is the number of attacking creatures that were exiled, even if some of those creatures were tokens, weren't creature cards, or didn't end up in exile (most likely because one was that player's commander in the Commander variant).
  • Settle the Wreckage targets only the player. Attacking creatures with hexproof that player controls will be exiled as this spell resolves.
  • That player can find fewer basic land cards than the number of exiled creatures, whether because they want to or because they don't have that many basic land cards left.
  • The number of lands that player may find is the number of attacking creatures that were exiled, even if some of those creatures were tokens, weren't creature cards, or didn't end up in exile (most likely because one was that player's commander in the Commander variant).
  • Prices

    Seller Price
    Cardmarket / 0.56 EUR 0.43 EUR
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom 0.49 USD / 0.49 USD
    Tcgplayer / 0.52 USD 0.54 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

    Exile all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, thenshuffle

    Teferi's Protection #51 Instant

    Info

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

    Rules

  • ---------- The following rulings focus on the "protection from" keyword ----------
  • ---------- The following rulings focus on the phasing keyword ----------
  • ---------- The following rulings focus on what it means if your life total can't change ----------
  • A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn.
  • Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.
  • Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.
  • Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.
  • Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.
  • Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.
  • If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
  • If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.
  • If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.
  • If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.
  • If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
  • If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.
  • Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
  • Permanents that phase out with counters phase in with those counters.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters" abilities to trigger.
  • Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.
  • Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.
  • While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.
  • You can't pay a cost that includes the payment of any amount of life other than 0 life.
  • Prices

    Seller Price
    Tcgplayer 33.88 USD / 40.32 USD
    Cardkingdom 44.99 USD / 49.99 USD
    Cardmarket 28.61 EUR / 31.04 EUR
    Manapool / 42.72 USD 37.34 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

    Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

    Terminus #12 Sorcery

    Info

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

    Abilities/Keywords

    Miracle

    Rules

  • Each player chooses the order that creatures they own are put onto the bottom of their library. This order isn't revealed to other players.
  • If an effect puts a card into your hand without using the word "draw," the card wasn't drawn.
  • If the card with miracle leaves your hand before the triggered ability resolves, you won't be able to cast it using its miracle ability.
  • It's important to reveal a card with miracle before it is mixed with the other cards in your hand.
  • Miracle is an alternative cost to cast the spell with miracle. It can't be combined with other alternative costs, such as casting a spell "without paying its mana cost."
  • Multiple card draws are always treated as a sequence of individual card draws. For example, if you haven't drawn any cards yet during a turn and cast a spell that instructs you to draw three cards, you'll draw them one at a time. Only the first card drawn this way may be revealed and cast using its miracle ability.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a miracle cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • You can cast a card for its miracle cost only as the miracle triggered ability resolves. If you don't want to cast it at that time (or you can't cast it, perhaps because there are no legal targets available), you won't be able to cast it later for the miracle cost.
  • You can reveal and cast a card with miracle on any turn, not just your own, if it's the first card you've drawn that turn.
  • You cast the card with miracle during the resolution of the triggered ability. Ignore any timing rules based on the card's type.
  • You don't have to reveal a drawn card with miracle if you don't wish to cast it at that time.
  • You still draw the card, whether you use the miracle ability or not. Any ability that triggers whenever you draw a card, for example, will trigger. If you don't cast the card using its miracle ability, it will remain in your hand.
  • Prices

    Seller Price
    Cardkingdom 2.49 USD
    Cardmarket 1.83 EUR
    Manapool 1.76 USD
    Tcgplayer 2.97 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

    Put all creatures on the bottom of their owners' libraries. Miracle (You may cast this card for its miracle cost when you draw it if it's the first card you drew this turn.)

    Wrath of God #1 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 11.42 USD
    Cardmarket 12.63 EUR
    Tcgplayer 40.3 USD
    Cardkingdom 29.99 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

    Destroy all creatures. They can't be regenerated.