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"Find me cards equivalent to: Granite Witness"

Granite Witness
Similar cards (U, W), with flying, vigilance, and/or disguise/face-down effects:
1. Fleeting Spirit — White, can exile cards for a temporary effect, but not face-down related.
2. Stratus Walk — Blue aura gives flying and draw, but not vigilance.
3. Seht's Tiger — White, has flash and can surprise protect, but different.
4. Watcher in the Mist — Blue, surveil on ETB, flying but not disguise/face-down.
5. Ninja of the Deep Hours — Blue, returns an unblocked attacker face down as a ninja, providing some morph-like action.
6. Fathom Seer — Blue, morphs and untaps lands, shares face-down mechanic and untap.

Closest mechanical match: Fathom Seer (blue, morph/untap ability).
Closest color/ability: Watcher in the Mist (blue, flying, ETB effect).

None have all attributes, but Granite Witness is unique with disguise, vigilance, and tap/untap. No exact equivalence, but these come close in some aspects.

Found Cards

7 Results

Fathom Seer

Fleeting Spirit

Granite Witness

Ninja of the Deep Hours

Seht's Tiger

Stratus Walk

Watcher in the Mist

Fathom Seer #68 Creature — Illusion

Info

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

    Abilities/Keywords

    Morph

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.24 USD / 0.15 USD
    Manapool / 0.19 USD 0.15 USD
    Cardmarket / 0.18 EUR 0.04 EUR
    Cardkingdom / 0.49 USD 0.35 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

    Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, draw two cards.

    Fleeting Spirit #281 Creature — Spirit

    Info

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

    Rules

  • If you activate Fleeting Spirit's first ability to give it first strike, you can later activate its last ability to remove it from combat after first strike combat damage is dealt but before normal combat damage is dealt.
  • Prices

    Seller Price
    Cardkingdom / 2.99 USD 0.59 USD
    Cardmarket 0.18 EUR / 0.53 EUR
    Tcgplayer / 1.13 USD 0.28 USD
    Manapool 0.21 USD / 3.89 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 three cards from your graveyard: This creature gains first strike until end of turn. Discard a card: Exile this creature. Return it to the battlefield under its owner's control at the beginning of the next end step.

    Granite Witness #206 Artifact Creature — Gargoyle Detective

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 3/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Gargoyle
  • Detective
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Disguise Flying Vigilance

    Rules

  • A disguise ability lets you cast a card face down by paying {3} and announcing that you are using a disguise ability. Any time you have priority, you can turn a face-down permanent with disguise face up by paying its disguise cost.
  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent and Auras and Equipment that were attached to that permanent aren't affected unless the new characteristics of the object change the legality of those targets or attachments.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its disguise cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down permanents or spells you don't control unless an effect instructs or allows you to do so.
  • Because face-down creatures don't have a name, they can't have the same name as any other creature, even another face-down creature.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • If a face-down creature loses its abilities, it can't be turned face up with a disguise ability because it will no longer have a disguise ability (or a disguise cost) once face up.
  • If a face-down spell leaves the stack and goes to any zone other than the battlefield (if it was countered, for example), you must reveal it. Similarly, if a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or the game ends.
  • The creature spell is a 2/2 creature spell with ward {2} that has no name, mana cost, or creature types. The resulting creature is a 2/2 creature with ward {2} that has no name, mana cost, or creature types. Both the spell and the resulting creature are colorless and have a mana value of 0. Other effects that apply to the spell or creature can still grant it any characteristics it doesn't have or change the characteristics it does have.
  • The face-down spell has no mana cost and a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3} to cast it. This is an alternative cost.
  • Turning a permanent face up or face down doesn't change whether that permanent is tapped or untapped.
  • You must ensure that your face-down spells and permanents can be easily differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield to confuse other players. The order in which they entered the battlefield should remain clear, as well as what ability caused them to be face down. (This includes disguise, cloak, and in games involving older cards, morph and manifest, as well as a few other effects that turn cards face down.) Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.1 EUR 0.04 EUR
    Tcgplayer 0.07 USD / 0.05 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

    Flying, vigilance Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.) When this creature is turned face up, you may tap or untap target creature.

    Ninja of the Deep Hours #21 Creature — Human Ninja

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Ninja
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Ninjutsu

    Rules

  • Although the Ninja is attacking, it was never declared as an attacking creature (for purposes of abilities that trigger whenever a creature attacks, for example).
  • As you activate a ninjutsu ability, you reveal the Ninja card in your hand and return the attacking creature. The Ninja isn't put onto the battlefield until the ability resolves. If it leaves your hand before then, it won't enter the battlefield at all.
  • If a creature in combat has first strike or double strike, you can activate the ninjutsu ability during the first-strike combat damage step. The Ninja will deal combat damage during the regular combat damage step in this case, even if it has first strike.
  • The creature put onto the battlefield with ninjutsu enters the battlefield attacking the same player or planeswalker that the returned creature was attacking. This is a rule specific to ninjutsu.
  • The ninjutsu ability can be activated during the declare blockers step, combat damage step, or end of combat step. If you wait until after the declare blockers step, because all combat damage is dealt at once, the Ninja won't normally deal combat damage.
  • The ninjutsu ability can be activated only after blockers have been declared. Before then, attacking creatures are neither blocked nor unblocked.
  • Prices

    Seller Price
    Cardkingdom 3.49 USD
    Manapool 1.88 USD
    Tcgplayer 2.11 USD
    Cardmarket 1.46 EUR

    Legalities

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

    Text

    Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.) Whenever this creature deals combat damage to a player, you may draw a card.

    Seht's Tiger #FUT-31 Creature — Cat

    Info

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

    Abilities/Keywords

    Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.49 EUR
    Manapool 0.46 USD
    Cardkingdom 0.49 USD
    Tcgplayer 2.24 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

    Flash (You may cast this spell any time you could cast an instant.) When this creature enters, you gain protection from the color of your choice until end of turn. (You can't be targeted, dealt damage, or enchanted by anything of the chosen color.)

    Stratus Walk #52 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.29 EUR 0.02 EUR
    Manapool 0.15 USD / 0.25 USD
    Tcgplayer / 0.32 USD 0.13 USD
    Cardkingdom / 0.49 USD 0.35 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

    Enchant creature When this Aura enters, draw a card. Enchanted creature has flying. (It can't be blocked except by creatures with flying or reach.) Enchanted creature can block only creatures with flying.

    Watcher in the Mist #59 Creature — Spirit

    Info

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

    Abilities/Keywords

    Flying Surveil

    Rules

  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.05 USD / 0.34 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.1 EUR 0.06 EUR

    Legalities

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

    Text

    Flying When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)