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4 Cards Found

AI 🤖 Find me cards equivalent to: Silence

Similar cards to Silence (White):
1. Orim's Chant – Also prevents spells, can prevent combat damage.
2. Abeyance – Opponents can’t cast instants or activate non-mana abilities that turn, also draws you a card.
3. Angel's Grace – Stops you from losing, but also instant and white. Not identical, but comparable as a white protection instant.


Reason: These all disrupt opponents’ spells or protect your plays in white at instant speed.

Results:

Abeyance #78 Instant

Info

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

    Rules

  • Abeyance does not affect abilities which are not activated, such as static abilities and triggered abilities. It also doesn't stop the declaration of attackers or blockers.
  • Abeyance never prevents mana abilities from being activated.
  • Abeyance prohibits activated abilities of cards which are not on the battlefield.
  • This can't be used as a counterspell. It will have no effect on spells which were on the stack when it was cast, nor on those cast in response to it.
  • 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

    Until end of turn, target player can't cast instant or sorcery spells, and that player can't activate abilities that aren't mana abilities. Draw a card.

    Angel's Grace #3 Instant

    Info

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

    Abilities/Keywords

    Rules

  • After a spell with split second resolves (or otherwise leaves the stack), players may again cast spells and activate abilities before the next object on the stack resolves.
  • Angel's Grace doesn't prevent damage. It only changes the result of damage dealt to you. For example, a 5/5 creature with lifelink that deals damage to you will still cause its controller to gain 5 life, even if that damage reduces your life total from 3 to 1.
  • Angel's Grace doesn't stop loss of life from effects that say that you lose life.
  • Casting a spell with split second won't affect spells and abilities that are already on the stack.
  • If the resolution of a triggered ability involves casting a spell, that spell can't be cast if a spell with split second is on the stack.
  • If you have less than 1 life, damage dealt to you reduces your life total further below 0 (as normal).
  • In a Commander game, combat damage you're dealt by a commander is still tracked, even if it doesn't change your life total.
  • Players may turn face-down creatures face up while a spell with split second is on the stack.
  • Players still get priority while a card with split second is on the stack; their options are just limited to mana abilities and certain special actions.
  • Split second doesn't stop triggered abilities from triggering, such as that of Chalice of the Void. If one does, its controller puts it on the stack and chooses targets for it, if any. Those abilities will resolve as normal.
  • You can't pay more life than you have, even if you won't lose the game.
  • Prices

    Seller Price
    Tcgplayer 7.41 USD / 44.6 USD
    Cardmarket 3 EUR / 16.2 EUR
    Cardkingdom 11.99 USD / 54.99 USD
    Cardsphere 7.41 USD
    Manapool 6.77 USD / 48.86 USD

    Legalities

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

    Text

    Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.

    Orim's Chant #35072 Instant

    Info

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

    Abilities/Keywords

    Kicker

    Rules

  • A player who can't cast a spell can't suspend a card.
  • Orim's Chant also won't affect creatures that are already attacking. It does not remove them from combat.
  • Orim's Chant won't affect spells that your opponents cast before you cast Orim's Chant, including any spells that are still on the stack. Orim's Chant also won't stop your opponents from casting spells after you cast Orim's Chant but before Orim's Chant resolves.
  • The target opponent can still activate abilities, including abilities of cards in their hands (like cycling). Their triggered abilities work as normal, they can still play lands, and so on.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • 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

    Kicker (You may pay an additional as you cast this spell.) Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.

    Silence #2300 Instant

    Info

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

    Rules

  • A player who can't cast a spell can't suspend a card.
  • Silence won't affect spells that your opponents cast before you cast Silence, including any spells that are still on the stack. Silence also won't stop your opponents from casting spells after you cast Silence but before Silence resolves.
  • The only thing Silence stops is casting spells. Your opponents can still activate abilities, including abilities of cards in their hands (like cycling). Their triggered abilities work as normal, they can still play lands, and so on.
  • 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

    Your opponents can't cast spells this turn.

    Abeyance Instant Normal

    Angel's Grace Instant Normal - ~$22.36

    Orim's Chant Instant Normal

    Silence Instant Normal

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