cache exists in db ManaHive.com - #1 Magic The Gathering Card Search Engine, Probably
BETA

6 Cards Found

AI 🤖 Find me cards equivalent to: Glorious Anthem

Try these equivalents to Glorious Anthem (all white enchantments):

  • Honor of the Pure — Only affects white creatures.
  • Benalish Marshal — Needs white mana to cast.
  • Radiant Destiny — Boosts creatures of a chosen type and has an Ascend bonus.
  • Always Watching — Only affects non-token creatures, also gives vigilance.
  • Angelic Benediction — Also adds an ability on attacking.

All increase your creatures' power/toughness, like Glorious Anthem.

Results:

Always Watching #10 Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Nontoken creatures you control get +1/+1 and have vigilance.

    Angelic Benediction #3 Enchantment

    Info

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

    Abilities/Keywords

    Exalted

    Rules

  • Exalted abilities will resolve before blockers are declared.
  • Exalted bonuses last until end of turn. If an effect creates an additional combat phase during your turn, a creature that attacked alone during the first combat phase will still have its exalted bonuses in that new phase. If a creature attacks alone during the second combat phase, all your exalted abilities will trigger again.
  • If you attack with multiple creatures, but then all but one are removed from combat, your exalted abilities won’t trigger.
  • If you declare exactly one creature as an attacker, each exalted ability on each permanent you control (including, perhaps, the attacking creature itself) will trigger. The bonuses are given to the attacking creature, not to the permanent with exalted. Ultimately, the attacking creature will wind up with +1/+1 for each of your exalted abilities.
  • In a Two-Headed Giant game, a creature “attacks alone” if it’s the only creature declared as an attacker by your entire team. If you control that attacking creature, your exalted abilities will trigger but your teammate’s exalted abilities won’t.
  • Some effects put creatures onto the battlefield attacking. Since those creatures were never declared as attackers, they’re ignored by exalted abilities. They won’t cause exalted abilities to trigger. If any exalted abilities have already triggered (because exactly one creature was declared as an attacker), those abilities will resolve as normal even though there may now be multiple attackers.
  • The creature you target with the last ability will become tapped before blockers are declared.
  • Prices

    Seller Price
    Tcgplayer 0.14 USD / 1.09 USD
    Cardmarket 0.09 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Cardsphere 0.23 USD
    Manapool 0.18 USD / 0.3 USD

    Legalities

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

    Text

    Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.) Whenever a creature you control attacks alone, you may tap target creature.

    Benalish Marshal #6p Creature — Human Knight

    Info

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

    Rules

  • Because damage remains marked on a creature until it’s removed as the turn ends, nonlethal damage dealt to a creature you control may become lethal if Benalish Marshal leaves the battlefield during that turn.
  • Prices

    Seller Price
    Tcgplayer 5.84 USD
    Cardmarket 0.41 EUR / 1.68 EUR
    Cardkingdom 10.99 USD / 13.99 USD
    Cardsphere 4.87 USD
    Manapool 6.23 USD / 9.19 USD

    Legalities

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

    Text

    Other creatures you control get +1/+1.

    Glorious Anthem #1N08 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 1.49 EUR

    Legalities

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

    Text

    Creatures you control get +1/+1.

    Honor of the Pure #23 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.61 USD / 4.57 USD
    Cardmarket 0.49 EUR / 1.95 EUR
    Cardkingdom 0.79 USD / 2.49 USD
    Cardsphere 0.93 USD
    Manapool 0.46 USD / 1.6 USD

    Legalities

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

    Text

    White creatures you control get +1/+1.

    Radiant Destiny #135 Enchantment

    Info

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

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • Gaining vigilance any time after the moment you choose to attack with a creature won't cause that creature to become untapped, and losing vigilance after that time won't cause it to become tapped.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD
    Cardmarket 0.27 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.17 USD
    Manapool 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

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

    Always Watching Enchantment Normal

    Angelic Benediction Enchantment Normal - ~$0.38

    Benalish Marshal Creature — Human Knight Normal - ~$6.65

    Glorious Anthem Enchantment Normal - ~$1.49

    Honor of the Pure Enchantment Normal - ~$1.54

    Radiant Destiny Enchantment Normal - ~$0.24

    Much Abrew: Five-Color Allies (Standard) Are Allies back in Standard thanks to Avatar? Can we assemble Aang Tron?...
    The Power of Pauper: You Know It's Poison Joe Dyer talks about a spell based combo deck now that High Tide is gone!
    We Play Avatar | Commander Clash S19 E4 The crew checks out some of their favorite new Avatar commanders!
    Single Scoop: Momo is Gathering MTG's Best Fliers Momo is so adorable. Why would Momo ever do such a thing like spawn a T2...