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"Find me cards equivalent to: Pippin, Guard of the Citadel"

Here are cards similar to Pippin, Guard of the Citadel (blue/white, legendary creatures, gives protection or similar effects):
1. Mother of Runes — {W}, taps to give a creature protection from a color.
2. Giver of Runes — {W}, taps to give a creature protection from a color or from colorless.
3. Eight-and-a-Half-Tails — {W}{W}, gives target permanent protection from a color (also can make something white).
4. Lavinia of the Tenth — {3}{W}{U}, detains opponents' nonland permanents, providing a protection-like delay.
5. Odric, Lunarch Marshal — {3}{W}, grants keyword abilities (including vigilance) to all your creatures.
6. Pippin, Guard of the Citadel — reference card.


Reason: All are white or blue legendary creatures (or similar play patterns) that protect or shield your other creatures, closest are the first three.

Found Cards

6 Results

Eight-and-a-Half-Tails

Giver of Runes

Lavinia of the Tenth

Mother of Runes

Odric, Lunarch Marshal

Pippin, Guard of the Citadel

Eight-and-a-Half-Tails #8 Legendary Creature — Fox Cleric

Info

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

    Rules

  • A permanent spell that becomes white this way will enter the battlefield and continue to be white until end of turn.
  • Prices

    Seller Price
    Manapool 0.73 USD / 15.93 USD
    Cardkingdom 1.49 USD / 34.99 USD
    Tcgplayer 1.24 USD / 31.58 USD
    Cardmarket / 15.22 EUR 0.56 EUR

    Legalities

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

    Text

    : Target permanent you control gains protection from white until end of turn. : Target spell or permanent becomes white until end of turn.

    Giver of Runes #1463★ aka. Steppe-Mom Creature — Kor Cleric

    Info

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

    Rules

  • A permanent gaining protection may cause a spell or ability on the stack to have an illegal target. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve. 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.
  • Protection from a color means that the target creature can't be blocked by creatures of that color, can't be the target of spells of that color or abilities from sources of that color, can't be enchanted or equipped by Auras or Equipment of that color, and all damage that sources of that color would deal to it is prevented. Nothing other than these events is prevented or illegal.
  • Similarly, protection from colorless means that the target creature can't be blocked by colorless creatures, can't be the target of colorless spells or abilities of colorless sources, can't be enchanted or equipped by colorless Auras or Equipment, and all damage that colorless sources would deal to it is prevented.
  • Prices

    Seller Price
    Manapool 16.31 USD
    Tcgplayer 16.05 USD

    Legalities

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

    Text

    : Another target creature you control gains protection from colorless or from the color of your choice until end of turn.

    Lavinia of the Tenth #80 Legendary Creature — Human Soldier

    Info

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

    Abilities/Keywords

    Detain Protection

    Rules

  • Activated abilities include a colon and are written in the form "[cost]: [effect]." No one can activate any activated abilities, including mana abilities, of a detained permanent.
  • If a creature is already attacking or blocking when it's detained, it won't be removed from combat. It will continue to attack or block.
  • If a noncreature permanent is detained and later turns into a creature, it won't be able to attack or block.
  • If a permanent's activated ability is on the stack when that permanent is detained, the ability will be unaffected.
  • Lavinia's ability doesn't affect permanents an opponent gains control of after its enters-the-battlefield ability has resolved. Similarly, if you gain control of a detained permanent after that ability resolves, it will continue to be detained until your next turn.
  • The mana value of a creature token is 0 unless that token is a copy of another creature, in which case it copies that creature's mana cost.
  • The static abilities of a detained permanent still apply. The triggered abilities of a detained permanent can still trigger.
  • When a player leaves a multiplayer game, any continuous effects with durations that last until that player's next turn or until a specific point in that turn will last until that turn would have begun. They neither expire immediately nor last indefinitely.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 0.79 USD
    Cardmarket 0.24 EUR / 0.7 EUR
    Manapool 0.19 USD / 0.26 USD
    Tcgplayer / 0.34 USD 0.24 USD

    Legalities

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

    Text

    Protection from red When Lavinia enters, detain each nonland permanent your opponents control with mana value 4 or less. (Until your next turn, those permanents can't attack or block and their activated abilities can't be activated.)

    Mother of Runes #1 aka. Mom Creature — Human Cleric

    Info

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

    Rules

  • No entries
  • 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

    : Target creature you control gains protection from the color of your choice until end of turn.

    Odric, Lunarch Marshal #31 Legendary Creature — Human Soldier

    Info

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

    Rules

  • Multiple instances of any of the abilities Odric can grant your creatures are redundant.
  • Odric's ability triggers at the beginning of each combat, not just combat on your turn, whether or not any creatures you control have any of the listed abilities. If a creature gains one of the listed abilities before Odric's triggered ability resolves, perhaps due to another ability that triggered at the beginning of combat, then creatures you control will gain that ability.
  • The set of creatures affected by Odric's ability and how they are affected is determined as the ability resolves. Creatures you begin to control later in the turn won't gain any abilities or cause creatures to gain new abilities, and the abilities gained won't change even if every creature that normally had the abilities leaves the battlefield.
  • If one of those creatures has one or more variants of the listed keywords (for example, hexproof from white), creatures you control gain those specific variants.
  • Prices

    Seller Price
    Cardmarket 0.38 EUR / 2.12 EUR
    Cardkingdom 1.29 USD / 1.99 USD
    Manapool / 1.38 USD 0.5 USD
    Tcgplayer / 4.67 USD 0.66 USD

    Legalities

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

    Text

    At the beginning of each combat, creatures you control gain first strike until end of turn if a creature you control has first strike. The same is true for flying, deathtouch, double strike, haste, hexproof, indestructible, lifelink, menace, reach, skulk, trample, and vigilance.

    Pippin, Guard of the Citadel #818 Legendary Creature — Halfling Soldier

    Info

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

    Abilities/Keywords

    Vigilance Ward

    Rules

  • You may choose any card type. The ones that may appear in a normal game of Magic are artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Supertypes such as legendary and basic may not be chosen. Subtypes such as Halfling, Aura, and Forest also may not be chosen.
  • Prices

    Seller Price
    Cardkingdom 7.99 USD
    Cardmarket 5.36 EUR
    Manapool 6.85 USD
    Tcgplayer 5.63 USD

    Legalities

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

    Text

    Vigilance, ward : Another target creature you control gains protection from the card type of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that type.)