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"Find me cards equivalent to: Heliod, the Radiant Dawn"

Equivalent cards to Heliod, the Radiant Dawn (Legendary Enchantment Creature — God, White):
1. Archangel of Thune — White, Legendary, has a strong static and triggered ability related to lifegain, similar power and go-wide synergy.
2. Sigarda, Host of Herons — White, Legendary, angelic creature with graveyard or board protection theme.
3. Lurrus of the Dream-Den — White, Legendary, returns permanents from graveyard (but not enchantment-specific).
4. Teshar, Ancestor’s Apostle — White, Legendary, returns creatures from the graveyard, somewhat similar recursion ability.
5. Kiora Bests the Sea God — Not a creature, but close in the ‘God Enchantment’ vibe (however, not white).

None are exact, but these white legendary creatures have graveyard recursion or theme overlap. Heliod, the Radiant Dawn is unique in combining enchantment recursion, God type, and transformation mechanics.

Found Cards

4 Results

Archangel of Thune

Kiora Bests the Sea God

Lurrus of the Dream-Den

Sigarda, Host of Herons

Archangel of Thune #2430 Creature — Angel

Info

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

    Abilities/Keywords

    Flying Lifelink

    Rules

  • Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • If a creature you control is dealt lethal damage at the same time that you gain life, it won't receive a counter from Archangel of Thune's ability in time to save it.
  • If you gain an amount of life “for each” of something, that life is gained as one event and the ability triggers only once.
  • In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
  • Prices

    Seller Price
    Cardkingdom 44.99 USD
    Cardmarket 33.4 EUR
    Tcgplayer 43.63 USD
    Manapool 35.21 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.) Whenever you gain life, put a +1/+1counteron each creature you control.

    Kiora Bests the Sea God #52p Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.
  • Any nonland permanents that come under the target player’s control after the second chapter ability resolves will untap as normal.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
  • Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Nonland permanents target opponent controls that are already tapped when the second chapter ability resolves won’t be tapped again, but they won’t untap during their controller’s next untap step.
  • Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
  • Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters.
  • The control-change effect of the third chapter ability lasts indefinitely. It doesn’t wear off during the cleanup step. In a multiplayer game, it does expire if you leave the game.
  • The second chapter ability keeps the permanents tapped even if Kiora Bests the Sea God leaves the battlefield before that player’s next untap step.
  • The second chapter ability targets the player but not their permanents. Permanents with hexproof may be tapped this way.
  • Prices

    Seller Price
    Cardmarket 8.12 EUR / 8.91 EUR
    Cardkingdom 17.99 USD / 39.99 USD
    Tcgplayer / 36.27 USD 12.32 USD
    Manapool 11.87 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 Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Create an 8/8 blue Kraken creature token with hexproof. II — Tap all nonland permanents target opponent controls. They don't untap during their controller's next untap step. III — Gain control of target permanent an opponent controls. Untap it.

    Lurrus of the Dream-Den #226s Legendary Creature — Cat Nightmare

    Info

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

    Abilities/Keywords

    Companion Lifelink

    Rules

  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value. For example, if a permanent spell costs {X}{W}, you could cast it with X as 1 but not as 2.
  • If a card in a player's deck has {X} in its mana cost, X is considered to be 0.
  • If a permanent card is put into your graveyard during your main phase and the stack is empty, you have a chance to cast it before any player may attempt to remove that card from your graveyard.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you cast a spell from your graveyard using another permission, Lurrus's effect doesn't apply. You can cast another permanent spell from your graveyard.
  • If you cast one permanent spell from your graveyard and then have a new Lurrus come under your control in the same turn, you may cast another permanent spell from your graveyard that turn.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Lurrus doesn't care about instant and sorcery cards in your starting deck. They may have any mana value.
  • Lurrus doesn't let you play lands from your graveyard.
  • Once you begin to cast the spell, losing control of Lurrus won't affect the spell. You can finish casting it as normal.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • You must follow the normal timing permissions and restrictions of the spell you cast from your graveyard.
  • You must pay the costs to cast that spell. If it has an alternative cost, such as a mutate cost, you may cast it for that cost instead.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Manapool 6.87 USD
    Cardkingdom 8.49 USD
    Cardmarket 7.39 EUR
    Tcgplayer 7.7 USD

    Legalities

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

    Text

    Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Lifelink Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.

    Sigarda, Host of Herons #210 Legendary Creature — Angel

    Info

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

    Abilities/Keywords

    Flying Hexproof

    Rules

  • As a spell or ability an opponent controls resolves, if it would force you to sacrifice a permanent, you just don't. That part of the effect does nothing. If that spell or ability gives you the option to sacrifice a permanent (as Desecration Demon does), you can't take that option.
  • If a spell or ability an opponent controls states that something happens unless you sacrifice a permanent (as Mogis, God of Slaughter does), you can't choose to sacrifice a permanent. On the other hand, if a spell or ability an opponent controls instructs you to sacrifice a permanent unless you perform an action (as Killing Wave does), you can choose whether or not to perform the action. If you don't perform the action, nothing happens, since you can't sacrifice any permanents.
  • Sigarda's ability affects only sacrifices. It won't stop a creature from dying due to lethal damage or having 0 toughness, and it won't stop a permanent from being put into its owner's graveyard due to the "legend rule." None of these are sacrifices; they're the result of game rules.
  • Prices

    Seller Price
    Tcgplayer 6.63 USD
    Manapool 5.12 USD
    Cardmarket / 90.69 EUR 0.97 EUR

    Legalities

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

    Text

    Flying, hexproof Spells and abilities your opponents control can't cause you tosacrificepermanents.