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6 Cards Found

AI 🤖 Find me cards equivalent to: Inkshield

Equivalent cards to Inkshield (white and black, fog/protection with token generation/effects) include:

  • Settle the Wreckage (White, exiles attacking creatures, doesn’t produce tokens)
  • Teferi's Protection (White, phases you and your stuff out; ultimate protection)
  • Somnophore Shield / Batwing Brume (Black/White, prevent damage, though doesn’t make tokens)
  • No Mercy (Black, punishes attackers, doesn’t make tokens)
  • Pale Recluse (White/Black, limited fog options but not direct equivalents)

Closest in effect: Batwing Brume, especially for damage prevention, but none create tokens quite like Inkshield.

Results:

Batwing Brume #EVE-81 Instant

Info

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

    Rules

  • If the spell is copied, the copy will never have had mana of the stated color paid for it, no matter what colors were spent on the original spell.
  • The spell cares about what mana was spent to pay its total cost, not just what mana was spent to pay the hybrid part of its cost.
  • The spell checks on resolution to see if any mana of the stated colors was spent to pay its cost. If so, it doesn’t matter how much mana of that color was spent.
  • Prices

    Seller Price
    Tcgplayer 4.28 USD
    Cardkingdom 6.99 USD
    Manapool 4.33 USD

    Legalities

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

    Text

    Prevent all combat damage that would be dealt this turn if was spent to cast this spell. Each player loses 1 life for each attacking creature they control if was spent to cast this spell. (Do both if was spent.)

    Inkshield #398 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If multiple damage prevention effects would apply to combat damage that would be dealt to you, you get to choose the order the prevention effects are applied in.
  • Prices

    Seller Price
    Tcgplayer 15.98 USD
    Cardmarket 18.47 EUR / 15 EUR
    Cardkingdom 19.99 USD
    Manapool 17.13 USD

    Legalities

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

    Text

    Prevent all combat damage that would be dealt to you this turn. For each 1 damage prevented this way, create a 2/1 white and black Inkling creature token with flying.

    No Mercy #56 Enchantment

    Info

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

    Rules

  • No Mercy’s ability triggers whenever any creature, including creatures you control, deals damage to you, not only combat damage.
  • Prices

    Seller Price
    Tcgplayer 18.18 USD / 78.5 USD
    Cardmarket 13.65 EUR / 50.92 EUR
    Cardkingdom 29.99 USD / 74.99 USD
    Manapool 17.99 USD / 56.16 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 a creature deals damage to you,destroyit.

    Pale Recluse #91 Creature — Spider

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Spider
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cycling Reach

    Rules

  • A landcycling ability lets you search for any card in your library with the stated land type. It doesn’t have to be a basic land.
  • Landcycling is a form of cycling. Any ability that triggers on a card being cycled also triggers on a card being landcycled. Any ability that stops a cycling ability from being activated also stops a landcycling ability from being activated.
  • Unlike the normal cycling ability, landcycling doesn’t allow you to draw a card. Instead, it lets you search your library for a land card of the specified land type, reveal it, put it into your hand, then shuffle your library.
  • You can choose to find any card with the appropriate land type, including nonbasic lands. You can also choose not to find a card, even if there is a land card with the appropriate type in your library.
  • You may only activate one landcycling ability at a time. You must specify which landcycling ability you are activating as you cycle this card, not as the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 0.59 USD
    Cardmarket 0.2 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

    Reach (This creature can block creatures with flying.) Forestcycling , plainscycling (,Discardthis card: Search your library for a Forest or Plains card, reveal it, put it into your hand, thenshuffle)

    Settle the Wreckage #34s aka. Wrath to Exile Instant

    Info

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

    Rules

  • Settle the Wreckage targets only the player. Creatures with hexproof that player controls will be exiled as this spell resolves.
  • That player can find fewer basic land cards than the number of exiled creatures, whether because they want to or because they don’t have that many basic land cards left.
  • The number of lands that player may find is the number of attacking creatures that were exiled, even if some of those creatures were tokens, weren’t creature cards, or didn’t end up in exile (most likely because one was that player’s commander in the Commander variant).
  • Prices

    Seller Price
    Tcgplayer 13.25 USD
    Cardmarket 5.44 EUR
    Cardkingdom 13.99 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 all attacking creatures target player controls. That player may search their library for that many basic land cards, put those cards onto the battlefield tapped, thenshuffle

    Teferi's Protection #7 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • ---------- The following rulings focus on the "protection from" keyword ----------
  • ---------- The following rulings focus on the phasing keyword ----------
  • ---------- The following rulings focus on what it means if your life total can't change ----------
  • A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn.
  • Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.
  • Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.
  • Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.
  • Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.
  • Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and none of its effects happen, including effects unrelated to the target. If at least one target is still legal, the spell or ability does as much as it can to the remaining legal targets, and its other effects still happen.
  • If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.
  • If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
  • If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.
  • If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.
  • If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.
  • If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
  • If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.
  • Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
  • Permanents that phase out with counters phase in with those counters.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.
  • Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.
  • While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.
  • You can't pay a cost that includes the payment of any amount of life other than 0 life.
  • Prices

    Seller Price
    Tcgplayer 36.91 USD / 49.86 USD
    Cardmarket 31.62 EUR / 40.56 EUR
    Cardkingdom 54.99 USD / 69.99 USD
    Manapool 37.07 USD / 48.14 USD

    Legalities

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

    Text

    Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

    Batwing Brume Instant Normal - ~$5.2

    Inkshield Instant Normal - ~$17.31

    No Mercy Enchantment Normal - ~$42.55

    Pale Recluse Creature — Spider Normal - ~$0.32

    Settle the Wreckage Instant Normal - ~$10.89

    Teferi's Protection Instant Normal - ~$46.14

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