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"Find me cards equivalent to: Martyrdom"

Equivalent cards to Martyrdom (Instant, White, similar damage redirection/protection):
1. Repentant Soul — White instant, exile a creature, prevent damage to target.
2. Harm's Way — White instant, prevent the next 2 damage to a target and redirect it.
3. Divine Deflection — White instant, prevent X damage, distribute it as you choose.
4. Cho-Manno's Blessing — Gives protection; not a redirect, but similar function.
5. Rebuff the Wicked — White instant, protects a permanent.

All these share color and instant speed; Martyrdom offers repeatable redirection for a turn, which is unique among white instants. Harm's Way is the closest in spirit.

Found Cards

5 Results

Cho-Manno's Blessing

Divine Deflection

Harm's Way

Martyrdom

Rebuff the Wicked

Cho-Manno's Blessing #12 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 Flash

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 7.71 USD 0.23 USD
    Cardmarket 0.44 EUR / 4.84 EUR
    Cardkingdom / 10.99 USD 0.35 USD
    Tcgplayer / 8 USD 0.32 USD

    Legalities

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

    Text

    Flash Enchant creature As this Aura enters, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove this Aura.

    Divine Deflection #18 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Divine Deflection can prevent damage from multiple sources dealing damage simultaneously (such as during combat). If the chosen value for X won’t prevent all the damage, you choose which sources to prevent damage from.
  • Divine Deflection can prevent damage that would be dealt to you, one or more creatures you control, and/or one or more planeswalkers you control.
  • Divine Deflection’s effect is not a redirection effect. If it prevents damage, Divine Deflection (not the original source) deals damage to the targeted permanent or player as part of that prevention effect. Divine Deflection is the source of the new damage, so the characteristics of the original source (such as its color, or whether it had lifelink or deathtouch) don’t affect this damage. The new damage is not combat damage, even if the prevented damage was.
  • Divine Deflection’s only target is the permanent or player it may deal damage to. You choose that target as you cast Divine Deflection, not at the time it prevents damage.
  • If Divine Deflection can’t deal damage to the targeted permanent or player (because the creature is no longer on the battlefield, or is no longer a creature, or the player is no longer in the game, for example), it will still prevent damage. It just won’t deal any damage itself.
  • If Divine Deflection prevents damage, excess damage (if any) dealt by that source is dealt at the same time. Immediately afterward, as part of that same prevention effect, Divine Deflection deals its damage. This happens before state-based actions are checked, and before the spell or ability that caused damage to be dealt resumes its resolution.
  • If damage is dealt to multiple permanents you control, or is dealt to you and at least one permanent you control, you choose which of that damage to prevent if the chosen value for X won’t prevent all the damage. For example, if 3 damage would be dealt to you and to each of two creatures you control, and Divine Deflection will prevent the next 3 damage, you might choose to prevent the next 2 damage it would deal to you and the next 1 damage it would deal to one of the creatures, among other choices. You don’t decide until the point at which the damage would be dealt.
  • If the targeted permanent or player is an illegal target by the time Divine Deflection resolves, the entire spell doesn’t resolve. No damage will be prevented.
  • Whether the targeted permanent or player is still a legal target is not checked after Divine Deflection resolves. For example, if a creature targeted by Divine Deflection gains shroud after Divine Deflection resolves, Divine Deflection can still deal damage to that creature.
  • Prices

    Seller Price
    Cardmarket 0.16 EUR / 0.69 EUR
    Cardkingdom 0.49 USD / 0.79 USD
    Manapool / 0.26 USD 0.15 USD
    Tcgplayer 0.26 USD / 1.2 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 the next X damage that would be dealt to you and/or permanents you control this turn. If damage is prevented this way, Divine Deflection deals that much damage to any target.

    Harm's Way #14 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • After Harm’s Way resolves, it no longer checks to see if the target is a legal target. However, if that permanent or player can’t be dealt damage at the time the chosen source would deal damage (perhaps because the creature is no longer on the battlefield or is no longer a creature, or because the player is no longer in the game), the damage can’t be redirected. It’s dealt to the original recipient.
  • As you cast Harm’s Way, you target that the redirected damage will be dealt to. As Harm’s Way resolves, you choose a source of damage. You never choose the original recipient of the damage; Harm’s Way will apply to whatever the chosen source tries to deal damage to, as long as it’s you or a permanent you control.
  • Harm’s Way has no effect on damage that’s already been dealt.
  • If the chosen source would deal just 1 damage to you or a permanent you control, Harm’s Way’s effect will redirect that damage and still have a “shield” left for another 1 damage from that source later in the turn.
  • If the chosen source would simultaneously deal damage to multiple permanents you control (like Pyroclasm could) or to you and at least one permanent you control (like Earthquake could), Harm’s Way will redirect just 2 of that damage. It won’t redirect the next 2 damage that would be dealt to each recipient. You choose which 2 damage is redirected. If you like, you can choose to redirect 1 damage that would be dealt by the chosen source to each of two different recipients.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 3.23 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.58 USD 0.15 USD
    Cardmarket 0.14 EUR / 0.91 EUR

    Legalities

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

    Text

    The next 2 damage that a source of your choice would deal to you and/or permanents you control this turn is dealt to any target instead.

    Martyrdom #10a Instant

    Info

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

    Rules

  • Can be used to redirect damage from that creature to itself. This has no particularly useful effect.
  • If the target creature is not still on the battlefield when the damage is to be redirected, the damage stays where it is.
  • If the target stops being a creature, you can’t redirect damage to it until/unless it becomes a creature again.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Cardmarket 0.19 EUR
    Tcgplayer 0.46 USD
    Manapool 0.2 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 end of turn, target creature you control gains ": The next 1 damage that would be dealt to target creature, planeswalker, or player this turn is dealt to this creature instead." Only you may activate this ability.

    Rebuff the Wicked #35 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the permanent you control targeted by the target spell leaves the battlefield, that spell is no longer a legal target for Rebuff the Wicked. On the other hand, if that targeted permanent becomes an illegal target for the target spell but remains on the battlefield under your control, the target spell is still a legal target for Rebuff the Wicked.
  • Rebuff the Wicked can target a spell that has multiple targets, as long as at least one of those targets is a permanent you control.
  • Prices

    Seller Price
    Cardmarket 2.65 EUR / 7.64 EUR
    Cardkingdom 8.99 USD / 24.99 USD
    Manapool / 41.34 USD 5.58 USD
    Tcgplayer / 19.21 USD 8.03 USD

    Legalities

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

    Text

    Counter target spell that targets a permanent you control.