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"Find me cards equivalent to: Sustaining Spirit"

Equivalent cards to Sustaining Spirit with similar effects, same color (White), and/or similar type:
1. Lich's Mirror (Colorless, not White, but similar effect: your life total can't go below 1, but your library resets instead).
2. Platinum Angel (Artifact Creature, allows you not to lose the game, but not White).
3. Angel's Grace (White, Instant: you can't lose the game this turn, and your life total can't go below 1).
4. Phyrexian Unlife (White, Enchantment: You don't lose for having 0 or less life, but get poison counters instead).
5. Gideon's Intervention (White, prevents damage or loss from a named source, but not direct life total protection).

Closest White equivalent:
Angel's Grace (White, instant, keeps your life at 1 for a turn).

No other White creatures directly duplicate Sustaining Spirit’s effect, but these cards are the closest for color and function.

Found Cards

6 Results

Angel's Grace

Gideon's Intervention

Lich's Mirror

Phyrexian Unlife

Platinum Angel

Sustaining Spirit

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
    Manapool 7.06 USD / 37.12 USD
    Cardkingdom 9.99 USD / 74.99 USD
    Tcgplayer 8.75 USD / 76.33 USD
    Cardmarket 3.43 EUR / 13.97 EUR

    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.

    Gideon's Intervention #15s Enchantment

    Info

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

    Rules

  • If you choose the name of a split card, you choose one name, not both. For example, you could name Failure or Comply, but not Failure // Comply. Opponents are still allowed to cast the half you didn't choose.
  • You may choose the name of a land card. Cards with that name can still be played (since lands are never cast), but damage they would deal to you and your permanents will be prevented.
  • You must choose the name of a card, not the name of a token. For example, you can't choose "Zombie Token." However, if a token happens to have the same name as a card (such as an embalmed creature token), you can choose it.
  • There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
  • Prices

    Seller Price
    Tcgplayer 0.55 USD
    Cardmarket 1 EUR
    Manapool 0.36 USD
    Cardkingdom 1.79 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 enchantment enters, choose a card name. Your opponents can't cast spells with the chosen name. Prevent all damage that would be dealt to you and permanents you control by sources with the chosen name.

    Lich's Mirror #210 Artifact

    Info

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

    Rules

  • Although Lich's Mirror has you draw a hand of seven cards and sets your life total to 20, this isn't a game restart. You can't take a mulligan if you don't like your new hand of cards.
  • Any abilities that trigger when the permanents leave the battlefield will be put on the stack after Lich's Mirror's entire effect has been applied.
  • As part of Lich's Mirror's effect, it typically shuffles itself into your library. If it does, that means that if you'd lose the game *again* immediately after its effect is finished, it can't help you a second time. This can occur in a few different ways. For example: -- You have ten or more poison counters. Lich's Mirror doesn't remove poison counters. If you'd lose the game this way, you'll do what Lich's Mirror says, then you'll lose the game the next time state-based actions are checked. -- Your life total is 0 or less and an effect says that you can't gain life. Since your life total can't be raised, it stays at whatever it is rather than becoming 20, and you'll lose the game the next time state-based actions are checked. -- The number of nontoken permanents you own plus the number of cards in your hand, graveyard, and library is less than seven. When you try to draw seven cards as part of Lich's Mirror's effect, you'll be unable to complete at least one of those draws and you'll lose the game the next time state-based actions are checked. -- You control *but don't own* a permanent such as Immortal Coil with a triggered ability that causes you to lose the game when a certain game state happens (also known as a "state trigger"), and the condition that causes the "lose the game" ability to trigger hasn't changed. If you owned the permanent, Lich's Mirror would shuffle it into your library. In this case, however, it remains on the battlefield and its ability will trigger again.
  • For your life total to become 20, you actually gain or lose the necessary amount of life. Keep in mind that you may have a negative life total when this happens. For example, if your life total is -4 when you would lose the game, Lich's Mirror's effect will cause you to gain 24 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
  • If a spell causes you to lose the game the next time state-based actions are checked (by dealing damage to you greater than your life total, for example), that spell will already be in the graveyard by the time Lich's Mirror's effect happens. If it's in your graveyard, it will be shuffled into your library.
  • If all the players remaining in a game would lose simultaneously but one of them controls Lich's Mirror, that player does what Lich's Mirror says instead of losing, and everyone else loses. As a result, the controller of Lich's Mirror wins the game because all of their opponents have lost. (If Lich's Mirror weren't in the picture, then the game would be a draw.)
  • If you can't lose the game (for example, you control a Platinum Angel), Lich's Mirror won't do anything.
  • If you control *but don't own* Lich's Mirror, Lich's Mirror itself will still be on the battlefield after its effect is finished. If you would lose the game again for any of the reasons above, Lich's Mirror has its effect again . . . and again . . . and again. An involuntary infinite loop will be created, and the game will end in a draw. (In the case of the triggered ability example given last in the list above, it's possible that a player could cause the loop to end while the ability is on the stack. None of the loops caused by state-based actions can be stopped at all.)
  • If, during a check of state-based actions, you'd lose the game at the same time a creature you own would be put into your graveyard (due to an Earthquake for 10 or combat damage dealt to both you and the creature, for example), that creature's controller has a choice to make. The state-based actions rule is trying to simultaneously (a) shuffle that creature card into your library (due to Lich's Mirror's replacement effect) and (b) put it into your graveyard. Only one of those things can happen. The creature's controller chooses which one. If the creature is put into your graveyard, it isn't shuffled into your library. Abilities that trigger when that creature is put into a graveyard will trigger only if that option is chosen.
  • If, during a check of state-based actions, you'd lose the game for multiple reasons (for example, if you were at 1 life and had one card in your library, then Night's Whisper caused you to draw two cards and lose 2 life), a single Lich's Mirror will replace all of them. You'll do what Lich's Mirror says just once.
  • Lich's Mirror doesn't affect spells on the stack, cards that have been exiled, or permanents you control but don't own. They'll stay where they are. Spells on the stack will then resolve as normal.
  • Lich's Mirror has no effect if a spell or ability (such as the one from Helix Pinnacle) states that a player "wins the game." If a player wins the game, the game ends immediately.
  • Lich's Mirror has no effect if you concede the game. If you concede, you'll lose.
  • Lich's Mirror replaces the game-loss event if you would lose the game in the following ways: -- As a state-based action for having 0 or less life. -- As a state-based action for having tried to draw a card from an empty library since the last time state-based actions were checked. -- As a state-based action for having ten or more poison counters (though this isn't that helpful; see below). -- Because an ability (such as the one from Immortal Coil) states that you do so.
  • Lich's Mirror shuffles permanents you own into your library, regardless of who controls them.
  • Lich's Mirror shuffles tokens you own into your library, too. The tokens you own will leave play. However, there's no point to physically shuffling tokens into your library because you can't draw them as part of Lich's Mirror's effect and they'll cease to exist immediately afterwards.
  • A token's owner is the player who created it.
  • In a Two-Headed Giant game, if your team would lose the game and you control Lich's Mirror, your team won't lose. Instead, you'll do what Lich's Mirror says and your teammate won't do anything. This is true even if the reason your team would lose is because your teammate tried to draw a card with an empty library or was affected by an ability that said they lost the game. Your life total (which is the same as your team's life total) becomes 20. Your team's life total is adjusted by the amount of life you gain or lose as a result of this, which basically means your team's life total becomes 20.
  • Prices

    Seller Price
    Cardkingdom 6.49 USD
    Cardmarket 1.74 EUR / 3.59 EUR
    Tcgplayer / 18.8 USD 6.41 USD
    Manapool 5.19 USD / 15.41 USD

    Legalities

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

    Text

    If you would lose the game, insteadshuffleyour hand, your graveyard, and all permanents you own into your library, then draw seven cards and your life total becomes 20.

    Phyrexian Unlife #1213 Enchantment

    Info

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

    Rules

  • If you’re at 0 or less life and Phyrexian Unlife leaves the battlefield, you’ll lose the game (unless some other effect is keeping you from losing).
  • If you’re at 0 or less life, you can’t pay any amount of life except 0.
  • Phyrexian Unlife won’t affect damage that reduces your life total from a positive number to 0 or less. For example, if you’re at 3 life and are dealt 5 damage, you’ll end up at -2 life. The next time you’re dealt damage, it will be dealt as though its source had infect.
  • You can still lose the game for other reasons, including having ten or more poison counters or drawing a card from a library with no cards in it.
  • Prices

    Seller Price
    Manapool 5.21 USD
    Cardmarket 6.39 EUR
    Cardkingdom 8.49 USD
    Tcgplayer 9.69 USD

    Legalities

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

    Text

    You don't lose the game for having 0 or less life. As long as you have 0 or less life, all damage is dealt to you as though its source had infect. (Damage is dealt to you in the form of poison counters.)

    Platinum Angel #1 Artifact Creature — Angel

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: 4/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Effects that say the game is a draw, such as the _Legends_(TM) card Divine Intervention, are not affected by Platinum Angel. They'll still work.
  • You can concede a game while Platinum Angel on the battlefield. A concession causes you to leave the game, which then causes you to lose the game (Once you concede, you no longer control a Platinum Angel, so its ability can't prevent you from losing the game).
  • If you control Platinum Angel in a Two-Headed Giant game, your team can't lose the game and the opposing team can't win the game.
  • No game effect can cause you to lose the game or cause any opponent to win the game while you control Platinum Angel. It doesn't matter whether you have 0 or less life, you're forced to draw a card while your library is empty, you have ten or more poison counters, you're dealt combat damage by Phage the Untouchable, your opponent has Mortal Combat with twenty or more creature cards in their graveyard, or so on. You keep playing.
  • Other circumstances can still cause you to lose the game, however. You will lose a game if you concede, if you're penalized with a Game Loss or a Match Loss during a sanctioned tournament due to a DCI rules infraction, or if your _Magic Online_(R) game clock runs out of time.
  • 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

    Flying You can't lose the game and your opponents can't win the game.

    Sustaining Spirit #36 Creature — Angel Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/3
    Types:
  • Creature
  • SubTypes:
  • Angel
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Does not affect damage if you are already at zero or negative life. You still take it all.
  • If an effect asks you to pay life, you can’t pay more life than you have.
  • Paying cumulative upkeep is always optional. If it’s not paid, the permanent with cumulative upkeep is sacrificed. Partial payments of the total cumulative upkeep cost can’t be made. For example, if a permanent with “cumulative upkeep {1}” has three age counters on it when its cumulative upkeep ability triggers, it gets another age counter and then its controller chooses to either pay {4} or sacrifice the permanent.
  • Sustaining Spirit won’t prevent you from losing the game if your life total is 0 or less or some other effect causes you to lose the game.
  • The ability doesn’t change how much damage is dealt; it just changes how much life that damage makes you lose. An effect such as Spirit Link will see the full amount of damage being dealt.
  • The second ability applies only if your life total is being reduced by damage. Other effects or costs (such as “lose 1 life” or “pay 1 life”) can reduce your life total below 1 as normal.
  • The second ability is not a prevention effect. It stops unpreventable damage from reducing your life total below 1.
  • 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

    Cumulative upkeep (At the beginning of your upkeep, put an agecounteron this permanent, thensacrificeit unless you pay its upkeep cost for each agecounteron it.) Damage that would reduce your life total to less than 1 reduces it to 1 instead.