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"Find me cards equivalent to: Saving Grace"

Equivalent cards to Saving Grace (white, Enchantment — Aura, with flash and damage redirection) are very rare, but here are some similar white cards:
1. Eland Umbra — Aura, gives enchanted creature +0/+4, flash, but only prevents creature destruction, not damage redirection.
2. Cho-Manno's Blessing — Aura, flash, gives protection, not damage redirection.
3. Sage's Reverie — white Aura, but purely draws cards and buffs.

There are no direct white Aura equivalents matching the all damage to you and your permanents is redirected effect with flash. Saving Grace is unique in its combination of attributes and effect.

Found Cards

4 Results

Cho-Manno's Blessing

Eland Umbra

Sage's Reverie

Saving Grace

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
    Cardkingdom 0.35 USD / 11.99 USD
    Manapool / 8.13 USD 0.25 USD
    Tcgplayer 0.42 USD / 8.37 USD
    Cardmarket 0.53 EUR / 4.82 EUR

    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.

    Eland Umbra #19 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

    Rules

  • If a creature enchanted with an Aura that has umbra armor has indestructible, lethal damage and effects that try to destroy it simply have no effect. Umbra armor won't do anything because it won't have to.
  • If a creature enchanted with an Aura that has umbra armor would be destroyed by multiple state-based actions at the same time (most likely because a creature with deathtouch has dealt damage to that creature greater than or equal to its toughness), umbra armor's effect will replace all of them and save the creature.
  • If a creature you control is enchanted with multiple Auras that have umbra armor, and the enchanted creature would be destroyed, one of those Auras is destroyed instead—but only one of them. You choose which one because you control the enchanted creature.
  • If a spell or ability says that it would "destroy" a creature enchanted with an Aura that has umbra armor, that spell or ability is what causes the Aura to be destroyed instead. Umbra armor doesn't destroy the Aura; rather, it changes the effects of the spell or ability. On the other hand, if a spell or ability deals lethal damage to a creature enchanted with an Aura that has umbra armor, the game rules regarding lethal damage cause the Aura to be destroyed, not that spell or ability.
  • If a spell or ability would destroy both an Aura with umbra armor and the creature it's enchanting at the same time, umbra armor's effect will save the enchanted creature from being destroyed. Instead, the spell or ability will destroy the Aura in two different ways at the same time, but the result is the same as destroying it once.
  • Some printings of this card refer to the ability "totem armor". This ability's name has been replaced with "umbra armor". This change does not affect the gameplay function of this card.
  • Umbra armor has no effect if the enchanted creature is put into a graveyard for any other reason, such as if it's sacrificed, if the "legend rule" applies to it, or if its toughness is 0 or less.
  • Umbra armor's effect is applied no matter why the enchanted creature would be destroyed: because it's been dealt lethal damage, or because it's being affected by an effect that says to "destroy" it (such as Breathe Your Last). In either case, all damage is removed from the creature and the Aura is destroyed instead.
  • Umbra armor's effect is mandatory. If the enchanted creature would be destroyed, you must remove all damage from it (if it has any) and destroy the Aura that has umbra armor instead.
  • Umbra armor's effect is not regeneration. Specifically, if umbra armor's effect is applied, the enchanted creature does not become tapped and is not removed from combat as a result. Effects that say the enchanted creature can't be regenerated won't prevent umbra armor's effect from being applied.
  • Prices

    Seller Price
    Tcgplayer / 2.34 USD 0.38 USD
    Cardmarket 0.3 EUR / 2.37 EUR
    Cardkingdom / 6.99 USD 0.39 USD
    Manapool / 1.58 USD 0.25 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature gets +0/+4. Umbra armor (If enchanted creature would be destroyed, instead remove all damage from it anddestroythis Aura.)

    Sage's Reverie #165 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • An Aura doesn't necessarily need the enchant creature ability for the abilities of Sage's Reverie to count it. For example, an Aura with enchant permanent that's attached to a creature will count.
  • Count the number of Auras you control attached to creatures as the enters-the-battlefield ability resolves to determine how many cards to draw. This will include Sage's Reverie as long as it's still on the battlefield at that time.
  • Prices

    Seller Price
    Cardmarket 0.22 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 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

    Enchant creature When this Aura enters, draw a card for each Aura you control that's attached to a creature. Enchanted creature gets +1/+1 for each Aura you control that's attached to a creature.

    Saving Grace #21 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant Flash

    Rules

  • If Saving Grace leaves the battlefield during the turn its triggered ability resolved, damage will continue to be redirected to the creature it enchanted before it left the battlefield. If the creature Saving Grace was last attached to isn't on the battlefield or isn't a creature at the time damage would be dealt, it won't be redirected.
  • If you have more than one Saving Grace enter the battlefield in one turn, all damage that would be dealt at once to you and/or permanents you control is dealt to one of the enchanted creatures of your choice. It's not dealt to all of them, and you can't split the damage between them.
  • More damage can be redirected to the enchanted creature than it has toughness, as long as that damage is all dealt at once (like combat damage is).
  • Saving Grace's ability has no effect on damage already dealt earlier in the turn.
  • Saving Grace's redirection effect doesn't change the source of the damage or whether the damage is combat damage.
  • Prices

    Seller Price
    Tcgplayer / 3.71 USD 0.36 USD
    Cardmarket 0.19 EUR / 1.38 EUR
    Cardkingdom / 4.99 USD 0.99 USD
    Manapool 0.16 USD / 1.7 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 you control When this Aura enters, all damage that would be dealt this turn to you and permanents you control is dealt to enchanted creature instead. Enchanted creature gets +0/+3.