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"Find me cards equivalent to: Keeper of Keys"

Equivalent cards to Keeper of Keys (mono-blue, monarch-focused, unblockable or similar effects):
1. Thief of Crowns – Blue, grants monarchy and benefits from it.
2. Sphinx of Foresight – Blue, evasive but no monarch effect.
3. Palace Jailer – Not blue (white), gives monarchy.
4. Azure Fleet Admiral – Blue, gives you the monarchy, and can't be blocked as long as you're the monarch.
5. Sage of the Falls – Blue, synergy with monarch, but no unblockable effect.

Best fit: Azure Fleet Admiral (blue, gives monarch, gets unblockable if you’re monarch, closest match).

Found Cards

5 Results

Azure Fleet Admiral

Keeper of Keys

Palace Jailer

Sage of the Falls

Sphinx of Foresight

Azure Fleet Admiral #58 Creature — Human Pirate

Info

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

    Rules

  • Azure Fleet Admiral's last ability normally means that it can't be blocked while attacking the monarch or a planeswalker the monarch controls. In some variants with shared team turns, such as Two-Headed Giant, creatures controlled by the monarch's teammate can block Azure Fleet Admiral, even if it's attacking the monarch.
  • If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
  • If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
  • If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
  • The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
  • There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
  • Prices

    Seller Price
    Tcgplayer / 0.31 USD 0.23 USD
    Cardmarket / 0.68 EUR 0.12 EUR
    Manapool 0.15 USD / 0.2 USD
    Cardkingdom 0.35 USD / 0.79 USD

    Legalities

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

    Text

    When this creature enters, you become the monarch. This creature can't be blocked by creatures the monarch controls.

    Keeper of Keys #34 Creature — Human Rogue Mutant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Rogue
  • Mutant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Abilities that trigger whenever you "become the monarch" trigger only if you aren't already the monarch. For example, if you are already the monarch as Custodi Lich enters the battlefield, its last ability won't trigger.
  • Being the monarch carries two inherent triggered abilities. "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
  • If the triggered ability that causes the monarch to draw a card goes on the stack, and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
  • The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward.
  • The last ability of Keeper of Keys checks to see if you're the monarch as your upkeep begins. If you're not, the ability won't trigger at all. You won't be able to do anything that would make you the monarch during your upkeep in time to have that ability trigger. The ability will also check to see if you're the monarch as it tries to resolve. If you're not the monarch at that time, the ability will have no effect.
  • The last ability of Keeper of Keys will affect all creatures you control that turn, even if they weren't on the battlefield or weren't creatures as the ability resolved.
  • Prices

    Seller Price
    Manapool / 4.82 USD 2.1 USD
    Tcgplayer / 4.67 USD 3.76 USD
    Cardkingdom / 8.99 USD 3.99 USD
    Cardmarket 1.61 EUR / 3.72 EUR

    Legalities

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

    Text

    When this creature enters, you become the monarch. At the beginning of your upkeep, if you're the monarch, creatures you control can't be blocked this turn.

    Palace Jailer #174 Creature — Human Soldier

    Info

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

    Rules

  • Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled creature will become unattached and remain on the battlefield. Counters on the exiled creature will cease to exist.
  • Being the monarch carries two inherent triggered abilities. "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
  • If a creature token is exiled, it ceases to exist. It won't return to the battlefield.
  • If you're not the monarch as Palace Jailer's second ability resolves, the creature will be exiled until there's a new monarch and that player is one of your opponents. The creature won't immediately return just because an opponent is the monarch.
  • In a multiplayer game, if the monarch leaves the game, the player whose turn it is immediately becomes the monarch. If the player whose turn it is has left the game, instead the next player in turn order becomes the monarch.
  • Palace Jailer leaving the battlefield won't cause the exiled creature to return. The game will continue to watch for the next time an opponent becomes the monarch.
  • The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward.
  • The opponent that controlled the exiled card doesn't have to be the same opponent that becomes the monarch in order to cause that card to return to the battlefield. Any opponent becoming the monarch will cause the card to return.
  • Prices

    Seller Price
    Cardmarket 0.2 EUR / 0.1 EUR
    Tcgplayer 0.3 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

    When this creature enters, you become the monarch. When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch.

    Sage of the Falls #340 Creature — Merfolk Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 2/5
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If more than one non-Human creature enters the battlefield at the same time, Sage of the Falls's ability triggers that many times. You'll resolve the abilities one at a time—you won't draw that many cards at once and then discard that many cards.
  • You draw a card and discard a card all while Sage of the Falls's ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
  • Prices

    Seller Price
    Cardmarket 0.22 EUR
    Manapool 0.15 USD
    Tcgplayer 0.22 USD
    Cardkingdom 0.35 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 this creature or another non-Human creature you control enters, you may draw a card. If you do,discarda card.

    Sphinx of Foresight #55 Creature — Sphinx

    Info

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

    Abilities/Keywords

    Flying Scry

    Rules

  • If you reveal two Sphinxes of Foresight from your opening hand, you'll scry 3 twice; you won't scry 6. Any cards you put on top of your library the first time you scry 3 will be part of the second time you scry 3.
  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD / 1.49 USD
    Tcgplayer 0.41 USD / 0.71 USD
    Manapool / 0.62 USD 0.15 USD
    Cardmarket 0.83 EUR

    Legalities

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

    Text

    You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep. Flying At the beginning of your upkeep, scry 1.