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"Find me cards equivalent to: Esior, Wardwing Familiar"

Here are equivalent cards to Esior, Wardwing Familiar, focusing on mono-blue legendary creatures with similar protective or commander-interaction effects:
1. Kira, Great Glass-Spinner

  • Mono-blue, Flying, makes opponents’ spells/abilities that target your creature cost extra by countering them.

  • Reason: Offers protection for your creatures, similar to Esior.
    2. Archaeomancer's Map (not a creature, but helps protect your board-state indirectly in blue partners decks).
    3. Thassa, God of the Sea
  • Mono-blue, legendary, grants creatures unblockability (not exact but can protect/selectively shield key creatures).

However, there are very few mono-blue legendary creatures with Partner and commander protection. Esior, Wardwing Familiar is unique for its specific commander-protection clause. Closest in color/typeline/effect is Kira, Great Glass-Spinner.

Found Cards

4 Results

Archaeomancer's Map

Esior, Wardwing Familiar

Kira, Great Glass-Spinner

Thassa, God of the Sea

Archaeomancer's Map #136 Artifact

Info

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

    Rules

  • The last ability triggers only if that opponent controls more lands than you after the land enters the battlefield. The ability will check again as it tries to resolve. If that opponent doesn't still control more lands than you at that time, the ability won't resolve.
  • Prices

    Seller Price
    Tcgplayer 1.35 USD
    Cardkingdom 2.49 USD
    Manapool 1.23 USD
    Cardmarket 1.08 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 artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, thenshuffle Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.

    Esior, Wardwing Familiar #67 Legendary Creature — Bird

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • Spells that target more than one commander you control cost only {3} more to cast.
  • To determine the total cost of an opponent's spell that targets a commander you control, start with the mana cost or alternative cost that player is paying, add any cost increases (such as that of Esior's middle ability), then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Cardkingdom 2.29 USD / 2.99 USD
    Manapool 0.59 USD / 1.23 USD
    Cardmarket 0.43 EUR / 0.78 EUR
    Tcgplayer / 0.82 USD 0.61 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 Spells your opponents cast that target one or more commanders you control cost more to cast. Partner (You can have two commanders if both have partner.)

    Kira, Great Glass-Spinner #421 Legendary Creature — Spirit

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 10.99 USD 9.49 USD
    Cardmarket / 7.62 EUR 7.34 EUR
    Tcgplayer 7.93 USD / 8.89 USD
    Manapool / 8.57 USD 7.85 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 Creatures you control have "Whenever this creature becomes the target of a spell or ability for the first time each turn,counterthat spell or ability."

    Thassa, God of the Sea #71 Legendary Enchantment Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 5/5
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible Scry

    Rules

  • Activating Thassa's last ability after the target creature has been blocked won't change or undo the block.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
  • Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
  • Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
  • Scry appears on some spells and abilities with one or more targets. If all of the spell or ability's targets are illegal when it tries to resolve, it won't resolve and none of its effects will happen. You won't scry.
  • When you scry, you may put all the cards you look at back on top of your library, you may put all of those cards on the bottom of your library, or you may put some of those cards on top and the rest of them on the bottom.
  • You choose how to order cards returned to your library after scrying no matter where you put them.
  • You perform the actions stated on a card in sequence. For some spells and abilities, that means you'll scry last. For others, that means you'll scry and then perform other actions.
  • As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
  • Counters put on a God remain on it while it's not a creature, even if they have no effect.
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
  • If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
  • If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
  • The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
  • The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
  • When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
  • Prices

    Seller Price
    Cardkingdom 27.99 USD
    Manapool 20.28 USD
    Cardmarket 18.53 EUR
    Tcgplayer 20.81 USD

    Legalities

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

    Text

    Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to blue.) At the beginning of your upkeep, scry 1. : Target creature you control can't be blocked this turn.