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5 Cards Found

AI 🤖 Find me cards equivalent to: Family Reunion

Cards equivalent to Family Reunion (white card, protection effect) include:

  • Faith's Shield – Grants protection from a color.
  • Emerge Unscathed – Grants protection from a color, rebound.
  • Gods Willing – Grants protection from a color, also scrys.
  • Acrobatic Maneuver – Exiles then returns a creature, helps dodge removal.


Reason: All these are white cards that prevent harm to creatures for a short duration.

Results:

Acrobatic Maneuver #1 Instant

Info

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

    Rules

  • After the creature returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won't be in combat or have any additional abilities it may have had before it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
  • If a creature token is exiled this way, it will cease to exist and won't return to the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD / 1.32 USD
    Cardmarket 0.14 EUR / 0.6 EUR
    Cardkingdom 0.49 USD / 3.49 USD
    Manapool 0.15 USD / 1.27 USD

    Legalities

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

    Text

    Exile target creature you control, then return that card to the battlefield under its owner's control. Draw a card.

    Emerge Unscathed #20 Instant

    Info

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

    Abilities/Keywords

    Rebound

    Rules

  • At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
  • If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
  • If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won’t get to cast it again next turn.
  • If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
  • If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered. It won’t go back to exile.
  • If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
  • If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rather, it’s exiled directly from the stack. Effects that care about cards being put into your graveyard won’t do anything.
  • Rebound will have no effect on copies of spells because you don’t cast them from your hand.
  • You choose the color as Emerge Unscathed resolves. Once you choose a color, it’s too late for players to respond.
  • Prices

    Seller Price
    Tcgplayer 0.31 USD / 1.92 USD
    Cardmarket 0.39 EUR / 2.47 EUR
    Cardkingdom 1.49 USD
    Manapool 0.45 USD / 2.04 USD

    Legalities

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

    Text

    Target creature you control gains protection from the color of your choice until end of turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

    Faith's Shield #7 Instant

    Info

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

    Abilities/Keywords

    Rules

  • A player with protection from a color can’t be damaged, enchanted (including by Curses), or targeted by anything of that color.
  • Faith’s Shield targets a permanent regardless of how much life you have. If that permanent is an illegal target when Faith’s Shield tries to resolve, Faith’s Shield won’t resolve and none of its effects will happen. Neither you nor any of your permanents will gain protection from a color.
  • You choose only one color (not one color per player and permanent). You choose the color as Faith’s Shield resolves.
  • Prices

    Seller Price
    Tcgplayer 0.19 USD / 4.45 USD
    Cardmarket 0.33 EUR / 1.34 EUR
    Cardkingdom 0.35 USD / 2.99 USD
    Manapool 0.15 USD / 1.51 USD

    Legalities

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

    Text

    Target permanent you control gains protection from the color of your choice until end of turn. Fateful hour — If you have 5 or less life, instead you and each permanent you control gain protection from the color of your choice until end of turn.

    Family Reunion #13 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.07 USD / 0.13 USD
    Cardmarket 0.09 EUR / 0.03 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

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

    Text

    Choose one — • Creatures you control get +1/+1 until end of turn. • Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)

    Gods Willing #7 Instant

    Info

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

    Abilities/Keywords

    Scry

    Rules

  • 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 choose the color as Gods Willing resolves. Once the color is chosen, it's too late for players to respond.
  • 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.
  • If the target creature is an illegal target by the time Gods Willing tries to resolve, the spell doesn't resolve. You won't scry 1. If the target creature becomes an illegal target while Gods Willing is resolving (most likely because you gave it protection from white), you do scry 1.
  • You can't choose "artifact" or "colorless" as Gods Willing asks you to choose a color because those are not colors.
  • Prices

    Seller Price
    Tcgplayer 0.35 USD 0.51 USD 1.53 USD
    Cardmarket 0.48 EUR / 1.18 EUR
    Cardkingdom 0.59 USD 1.99 USD 0.59 USD
    Manapool 0.33 USD 0.77 USD 1.49 USD

    Legalities

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

    Text

    Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.) Scry 1.

    Acrobatic Maneuver Instant Normal - ~$0.96

    Emerge Unscathed Instant Normal - ~$1.3

    Faith's Shield Instant Normal - ~$1.41

    Family Reunion Instant Normal - ~$0.18

    Gods Willing Instant Normal - ~$0.89

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