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AI 🤖 Find me cards equivalent to: Masako the Humorless

Equivalent cards to Masako the Humorless (white, untapping/blocking mechanics) include:
1. Ready // Willing – Can untap creatures and give them deathtouch and indestructible.
2. Mobilization – Gives vigilance to tokens; helps creatures block or attack without tapping.
3. Serene Master – Unusual combat ability, messes with combat math.
4. Djeru, With Eyes Open – Vigilance, synergy with blocking and tapping.

None fully replicate Masako's unique block as though untapped effect, but these have related white defensive/tapping mechanics.

Results:

Djeru, With Eyes Open #10s Legendary Creature — Human Warrior

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: 4/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Vigilance

    Rules

  • If multiple sources would deal damage to one or more planeswalkers you control at once (for example, several attacking creatures), 1 damage from each of those sources to each of those planeswalkers is prevented.
  • Prices

    Seller Price
    Tcgplayer 2.4 USD
    Cardmarket 0.48 EUR
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    Vigilance When Djeru enters, you may search your library for a planeswalker card, reveal it, put it into your hand, thenshuffle If a source would deal damage to a planeswalker you control, prevent 1 of that damage.

    Masako the Humorless #33 Legendary Creature — Human Advisor

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Advisor
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash

    Rules

  • Masako allows tapped creatures to block only if they could otherwise block. It doesn’t allow creatures that “can’t block” to block, nonflying creatures to block fliers, etc.
  • Prices

    Seller Price
    Tcgplayer 4.84 USD / 20.66 USD
    Cardmarket 1.86 EUR / 15.59 EUR
    Cardkingdom 4.99 USD / 29.99 USD
    Cardsphere 4.69 USD

    Legalities

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

    Text

    Flash Tapped creatures you control can block as though they were untapped.

    Mobilization #44 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 1.17 USD / 17.99 USD
    Cardmarket 0.62 EUR / 7.61 EUR
    Cardkingdom 1.99 USD / 15.99 USD
    Cardsphere 1.02 USD

    Legalities

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

    Text

    Soldier creatures have vigilance. : Create a 1/1 white Soldier creature token.

    Ready (Ready // Willing) #132 Instant

    Info

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

    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
    Tcgplayer 0.27 USD / 0.65 USD
    Cardmarket 0.38 EUR / 0.92 EUR
    Cardkingdom 0.49 USD / 0.79 USD
    Cardsphere 0.4 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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:

    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
    Tcgplayer 0.27 USD / 0.65 USD
    Cardmarket 0.38 EUR / 0.92 EUR
    Cardsphere 0.4 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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.)

    Serene Master #20 Creature — Human Monk

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Monk
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Any power-modifying effects, counters, Auras, or Equipment will apply to the creatures’ new powers. For example, say Serene Master is enchanted with Lightning Talons, which gives it +3/+0, and it blocks a 5/5 creature. After the exchange, Serene Master would be an 8/2 creature (its power became 5, which was then modified by Lightning Talons), and the other creature would be 3/5.
  • If Serene Master blocks multiple creatures, its ability will trigger only once, and it will exchange power with only the target creature. (Note that Serene Master can’t block multiple creatures normally.)
  • The exchange is made only if both Serene Master and the target creature are on the battlefield when the ability resolves.
  • When Serene Master’s ability resolves, its power becomes equal to the former power of the target creature. At the same time, that creature’s power will become equal to Serene Master’s former power.
  • Prices

    Seller Price
    Tcgplayer 0.5 USD
    Cardmarket 0.32 EUR / 0.52 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.56 USD

    Legalities

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

    Text

    Whenever this creature blocks, exchange its power and the power of target creature it's blocking until end of combat.

    Djeru, With Eyes Open Legendary Creature — Human Warrior Normal - ~$1.29

    Masako the Humorless Legendary Creature — Human Advisor Normal - ~$11.8

    Mobilization Enchantment Normal - ~$6.63

    Ready Instant Split - ~$0.56

    Serene Master Creature — Human Monk Normal - ~$0.52

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