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"Find me cards equivalent to: Radiant Destiny"

Equivalent cards to Radiant Destiny (White Enchantment, tribal anthem effects):
1. Glorious Anthem – White, Enchantment, all your creatures get +1/+1.
2. Honor of the Pure – White, Enchantment, white creatures you control get +1/+1.
3. Always Watching – White, Enchantment, non-token creatures you control get +1/+1 and vigilance.
4. Path of Bravery – White, Enchantment, creatures get +1/+1 if you have more life than your starting total, and it has lifegain synergy.
5. Vanquisher's Banner – Artifact, but note it’s colorless; choose a creature type, +1/+1 to them, and you draw a card when you cast the chosen type.

Each boosts your creatures similar to Radiant Destiny, focusing on white enchantments with tribal or anthem effects for closest functionality.

Found Cards

6 Results

Always Watching

Glorious Anthem

Honor of the Pure

Path of Bravery

Radiant Destiny

Vanquisher's Banner

Always Watching #10 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    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

    Nontoken creatures you control get +1/+1 and have vigilance.

    Glorious Anthem #1N08 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 2.11 EUR

    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 get +1/+1.

    Honor of the Pure #23 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.51 USD / 2.24 USD
    Cardmarket / 1.96 EUR 0.36 EUR
    Cardkingdom / 2.99 USD 0.99 USD
    Tcgplayer / 2.37 USD 0.62 USD

    Legalities

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

    Text

    White creatures you control get +1/+1.

    Path of Bravery #26 Enchantment

    Info

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

    Rules

  • If a creature enters the battlefield attacking after attacking creatures have been declared, the ability won’t trigger again because you didn’t declare that creature as an attacking creature. However, if such a creature enters the battlefield before the ability resolves, it will be counted when determining how much life is gained.
  • If a creature you control is dealt damage at the same time that you gain life (most likely because a source you control with lifelink deals damage at the same time), and your life total becomes greater than or equal to your starting life total, apply Path of Bravery’s effect before considering whether or not the damage dealt to that creature is lethal.
  • Path of Bravery’s triggered ability triggers only once, after attacking creatures are declared. For example, if you attack with five creatures, you’ll gain 5 life as a single event.
  • Your starting life total is the life total you began the game with. For most two-player formats, this is 20. For Two-Headed Giant, it’s the life total your team started with, usually 30. In Commander games, your starting life total is 40.
  • Prices

    Seller Price
    Manapool 0.22 USD / 0.51 USD
    Cardkingdom 0.49 USD / 0.49 USD
    Cardmarket / 0.57 EUR 0.22 EUR
    Tcgplayer 0.26 USD / 0.62 USD

    Legalities

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

    Text

    As long as your life total is greater than or equal to your starting life total, creatures you control get +1/+1. Whenever one or more creatures you control attack, you gain life equal to the number of attacking creatures.

    Radiant Destiny #135 Enchantment

    Info

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

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • Gaining vigilance any time after the moment you choose to attack with a creature won't cause that creature to become untapped, and losing vigilance after that time won't cause it to become tapped.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards get power, toughness, and/or abilities once you have the city's blessing. If another card has an ability that triggers when creatures with certain characteristics enter the battlefield (such as Mentor of the Meek or Elemental Bond do), use the entering permanent's characteristics after you have the city's blessing to determine whether those abilities trigger. This is true even if the entering permanent is your tenth permanent.
  • To choose a creature type, you must choose an existing creature type, such as Vampire or Knight. You can't choose multiple creature types, such as "Vampire Knight." Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Tcgplayer 0.2 USD
    Cardkingdom 0.69 USD
    Cardmarket 0.24 EUR

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As this enchantment enters, choose a creature type. Creatures you control of the chosen type get +1/+1. As long as you have the city's blessing, they also have vigilance.

    Vanquisher's Banner #289 Artifact

    Info

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

    Rules

  • The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
  • The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a creature you control of the chosen type may become lethal if Vanquisher's Banner leaves the battlefield during that turn.
  • The choice of creature type is made as Vanquisher's Banner enters the battlefield. Players can't respond to this choice. The bonus starts applying immediately.
  • The last ability of Vanquisher's Banner resolves before the spell that caused it to trigger. The ability will resolve even if the creature spell is countered.
  • To choose a creature type, you must choose an existing creature type, such as Fungus or Sliver. You can't choose multiple creature types, such as Fungus Sliver. Card types such as artifact can't be chosen, nor can subtypes that aren't creature types, such as Jace, Vehicle, or Treasure.
  • Prices

    Seller Price
    Cardkingdom 6.49 USD
    Cardmarket / 3.9 EUR 5.59 EUR
    Manapool 4.26 USD
    Tcgplayer 4.45 USD

    Legalities

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

    Text

    As this artifact enters, choose a creature type. Creatures you control of the chosen type get +1/+1. Whenever you cast a creature spell of the chosen type, draw a card.