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"Find me cards equivalent to: Join Shields"

Equivalent (or similar) cards to Join Shields (type: Instant, color: G/W, effect: untap, hexproof, indestructible):
1. Heroic Intervention — G, Instant: Permanents you control gain hexproof and indestructible until end of turn.

Reason: Same protection, but doesn't untap and is mono-green.

2. Ready (from Ready // Willing) — 1GW, Instant: Creatures you control gain indestructible and untap, but grants double strike instead of hexproof.

Reason: GW instant, untaps and gives indestructible, but not hexproof.

3. Eerie Interlude — 2W, Instant: Exile any number of target creatures you control, return them at end of turn.

Reason: Different method, but protects your creatures from most effects.

Join Shields is the only card in GW that untaps and gives both hexproof and indestructible at instant speed. The above are the closest equivalents in GW colors.

Found Cards

4 Results

Eerie Interlude

Heroic Intervention

Join Shields

Ready

Eerie Interlude #245 Instant

Info

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

    Rules

  • Auras attached to the exiled creatures will be put into their owners’ graveyards. Equipment attached to the exiled creatures will become unattached and remain on the battlefield. Any counters on the exiled creatures will cease to exist.
  • If a creature token is exiled, it ceases to exist. It won’t be returned to the battlefield.
  • If a double-faced card is exiled, it will return with its front face up.
  • 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

    Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

    Heroic Intervention #79 Instant

    Info

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

    Rules

  • A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
  • The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
  • A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
  • Prices

    Seller Price
    Manapool / 15.63 USD 11.29 USD
    Cardkingdom 16.99 USD
    Tcgplayer / 10.05 USD 9.72 USD
    Cardmarket 10.2 EUR / 9.84 EUR

    Legalities

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

    Text

    Permanents you control gain hexproof and indestructible until end of turn.

    Join Shields #181 Instant

    Info

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

    Rules

  • Untapped creatures you control can’t be untapped again, but those creatures still gain hexproof and indestructible.
  • Prices

    Seller Price
    Manapool / 0.16 USD 0.15 USD
    Cardmarket 0.09 EUR / 0.13 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Tcgplayer 0.2 USD / 0.16 USD

    Legalities

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

    Text

    Untap all creatures you control. They gain hexproof and indestructible until end of turn. (They can't be the targets of spells or abilities your opponents control. Damage and effects that say "destroy" don'tdestroythem.)

    Ready (Ready // Willing) #132 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • A creature that comes under your control after Willing resolves won't have deathtouch or lifelink, because adding abilities does change a creature's characteristics.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • Multiple instances of deathtouch or lifelink are redundant.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • A creature that comes under your control after Ready resolves will not be granted by this effect.
  • Prices

    Seller Price
    Cardmarket / 0.89 EUR 0.42 EUR
    Tcgplayer / 0.64 USD 0.26 USD

    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 gain indestructible until end of turn. Untap each creature you control. Fuse (You may cast one or both halves of this card from your hand.)

    Willing (Ready // Willing) #132 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:
    Saltiness:

    Abilities/Keywords

    Fuse

    Rules

  • A creature that comes under your control after Willing resolves won't have deathtouch or lifelink, because adding abilities does change a creature's characteristics.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • Multiple instances of deathtouch or lifelink are redundant.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • A creature that comes under your control after Ready resolves will not be granted by this effect.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.59 USD
    Tcgplayer 0.26 USD / 0.64 USD
    Cardmarket 0.42 EUR / 0.89 EUR
    Manapool 0.15 USD / 0.4 USD

    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 gain deathtouch and lifelink until end of turn. Fuse (You may cast one or both halves of this card from your hand.)