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5 Cards Found

AI 🤖 Find me cards equivalent to: Goldmeadow Dodger

Equivalent cards to Goldmeadow Dodger (white, 1 mana, unblockable by big creatures):

  • Distinguished Conjurer (white, 2 mana, but has a repeatable flicker ability)
  • Healer's Hawk (white, 1 mana, has flying and lifelink—not unblockable but similar power scale)
  • Dauntless Bodyguard (white, 1 mana, early drop, but gives protection—not unblockable)
  • Skymarcher Aspirant (white, 1 mana, evasion with flying later)

There are few exact unblockable options in white for 1 mana, but these are common early evasive creatures. Goldmeadow Dodger is unique in white for unblockable mechanic.

Results:

Dauntless Bodyguard #DOM-14 Creature — Human Knight

Info

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

    Rules

  • Dauntless Bodyguard’s first ability isn’t a triggered ability and doesn’t use the stack. Players can’t respond to your choice of which creature it’s protecting.
  • If Dauntless Bodyguard enters the battlefield at the same time as another creature, that creature can’t be chosen for its ability.
  • If the chosen creature leaves the battlefield, you can’t choose a new creature for Dauntless Bodyguard to protect. If you activate its last ability in this case, no creature gains indestructible.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD
    Cardkingdom 0.35 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

    As this creature enters, choose another creature you control. Sacrifice this creature: The chosen creature gains indestructible until end of turn.

    Distinguished Conjurer #4 Creature — Human Wizard

    Info

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

    Rules

  • Distinguished Conjurer's first ability triggers whenever any creature other than itself enters the battlefield under your control, including those returned by its last ability.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • When the card exiled by the second ability returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • Prices

    Seller Price
    Tcgplayer 0.15 USD
    Cardmarket 0.25 EUR
    Cardkingdom 0.39 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

    Whenever another creature you control enters, you gain 1 life. , : Exile another target creature you control, then return it to the battlefield under its owner's control.

    Goldmeadow Dodger #16 Creature — Kithkin Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Kithkin
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • After Goldmeadow Dodger becomes blocked, increasing the blocking creature’s power to 4 or greater has no effect on the block.
  • Prices

    Seller Price
    Tcgplayer 0.12 USD / 0.47 USD
    Cardmarket 0.07 EUR / 0.27 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

    This creature can't be blocked by creatures with power 4 or greater.

    Healer's Hawk #GRN-14 Creature — Bird

    Info

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

    Abilities/Keywords

    Flying Lifelink

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.1 USD
    Cardmarket 0.15 EUR
    Cardkingdom 0.35 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

    Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.)

    Skymarcher Aspirant #21 Creature — Vampire Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Vampire
  • Soldier
  • 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.
  • 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.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD / 0.58 USD
    Cardmarket 0.11 EUR / 0.44 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool 0.15 USD / 0.52 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.) This creature has flying as long as you have the city's blessing.

    Dauntless Bodyguard Creature — Human Knight Normal - ~$0.21

    Distinguished Conjurer Creature — Human Wizard Normal - ~$0.24

    Goldmeadow Dodger Creature — Kithkin Rogue Normal - ~$0.26

    Healer's Hawk Creature — Bird Normal - ~$0.19

    Skymarcher Aspirant Creature — Vampire Soldier Normal - ~$0.38

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