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AI 🤖 Find me cards equivalent to: Teferi's Protection

Some equivalent white cards to Teferi's Protection that protect you or your board are:

  • Heroic Intervention (Green: Grants hexproof and indestructible to permanents)
  • Flawless Maneuver (White: Grants indestructible to your creatures if you control a commander)
  • Selfless Spirit (White: Can be sacrificed to give your creatures indestructible)
  • Guardian of Faith (White: Phases out any number of other creatures you control)

Reason: These cards also offer broad protection effects, similar to Teferi’s Protection, though none fully exile you from play like it does.

Results:

Flawless Maneuver #68 Instant

Info

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

    Rules

  • It doesn't matter whose commander you control. Any one will do. If you have two commanders, you just need to control one of them.
  • Once you begin casting this spell, players can't take any other actions until you're done casting it. Notably, they can't try to remove the commander you control to make you pay its cost.
  • Prices

    Seller Price
    Tcgplayer 16.68 USD
    Cardmarket 14.73 EUR
    Cardkingdom 23.99 USD
    Cardsphere 13.6 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 control a commander, you may cast this spell without paying its mana cost. Creatures you control gain indestructible until end of turn.

    Guardian of Faith #18p Creature — Spirit Knight

    Info

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

    Abilities/Keywords

    Flash Vigilance

    Rules

  • An attacking or blocking creature that phases out is removed from combat.
  • Any continuous effects with a “for as long as” duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
  • As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • If an opponent gains control of one of your creatures, that creature phases out, and the duration of the control-change effect expires before it phases back in, that creature phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
  • Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
  • Phased out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
  • Phasing out doesn't cause any “leaves the battlefield” abilities to trigger. Similarly, phasing in won't cause any “enters the battlefield” abilities to trigger.
  • Prices

    Seller Price
    Tcgplayer 4.36 USD / 6.99 USD
    Cardmarket 5.7 EUR / 7.22 EUR
    Cardkingdom 9.99 USD / 16.99 USD
    Cardsphere 4.24 USD

    Legalities

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

    Text

    Flash Vigilance When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)

    Heroic Intervention #34 Instant

    Info

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

    Rules

  • A planeswalker with indestructible still loses loyalty counters as it's dealt damage and will still be put into its owner's graveyard if its loyalty reaches 0.
  • The set of permanents affected by Heroic Intervention is determined as the spell resolves. Permanents you begin to control later in the turn won't gain hexproof and indestructible.
  • A battle with indestructible still loses defense counters as it's dealt damage. If it's a Siege, it will still be exiled when the last defense counter is removed from it, and its controller may still cast it transformed without paying its mana cost.
  • 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

    Permanents you control gain hexproof and indestructible until end of turn.

    Selfless Spirit #129 Creature — Spirit Cleric

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • The set of creatures affected by Selfless Spirit's last ability is determined as the ability resolves. Creatures you begin to control later in the turn won't gain indestructible.
  • Prices

    Seller Price
    Tcgplayer 0.82 USD
    Cardmarket 0.83 EUR
    Cardkingdom 1.99 USD
    Cardsphere 0.57 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Flying Sacrifice this creature: Creatures you control gain indestructible until end of turn.

    Teferi's Protection #164 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • ---------- The following rulings focus on the "protection from" keyword ----------
  • ---------- The following rulings focus on the phasing keyword ----------
  • ---------- The following rulings focus on what it means if your life total can't change ----------
  • A permanent phasing out causes a spell or ability on the stack to have an illegal target if it targets that permanent. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and 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.
  • Any continuous effects with a "for as long as" duration such as that of Mathas, Fiend Seeker ignore phased-out objects. Any such effects will expire if their conditions are no longer met after ignoring the phased-out objects.
  • Any creatures that phase in under your control as your next untap step begins will be able to attack and pay a cost of {T} during that turn.
  • Any one-shot effects that are waiting "until [this] leaves the battlefield," such as that of Banishing Light, won't happen when a permanent phases out.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • Each Aura and Equipment that phases out attached to a permanent that's phasing out phases in with that permanent and still attached to it.
  • Each Aura and Equipment you control attached to a permanent that isn't phasing out phases in attached to that permanent if it can still be attached to that permanent. If not, it phases in unattached. An Aura that phases in unattached will be put into its owner's graveyard as a state-based action. The same is true with Auras attached to players.
  • Effects that replace an event with having you gain life (like Words of Worship's effect does) or having you lose life will apply and end up replacing the event with nothing.
  • Effects that would replace having you gain life with some other event won't be able to be applied because it's impossible for you to gain life. The same is true for effects that would replace having you lose life with some other event.
  • Gaining protection from everything causes a spell or ability on the stack to have an illegal target if it targets you. As a spell or ability tries to resolve, if all its targets are illegal, that spell or ability doesn't resolve and 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.
  • If a cost includes causing you to gain life (like the alternative cost of an opponent's Invigorate does), that cost can't be paid.
  • If a player has protection from everything, it means three things: 1) All damage that would be dealt to that player is prevented. 2) Auras can't be attached to that player. 3) That player can't be the target of spells or abilities.
  • If a token is phased out, it will phase in as your next untap step begins. This is a change from previous rules.
  • If an effect would cause you to exchange life totals with another player, the exchange won't happen. Neither player's life total changes.
  • If an effect would set your life total to a certain number that's different than your current life total, that part of the effect won't do anything.
  • If you gain control of another player's permanent and it phases out, if the duration of the control-change effect expires before it phases in, that permanent phases in under that other player's control as your next untap step begins. If you leave the game before your next untap step, it phases in as the next untap step begins after your turn would have begun.
  • If your untap step is somehow skipped as your next turn begins, your phased-out permanents won't phase in until the next untap step you actually have, but you'll no longer have protection from everything and your life total can change again.
  • Nothing other than the specified events are prevented or illegal. An effect that doesn't target you could still cause you to discard cards, for example. Creatures can still attack you while you have protection from everything, although combat damage that they would deal to you will be prevented.
  • Permanents that phase out with counters phase in with those counters.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • Protection from everything will usually prevent damage if it would be dealt to you, but some damage can't be prevented. In this case, because your life total also can't change, that damage has any other effects that it may have aside from causing you to lose that much life (such as effects from lifelink or infect) and triggers and effects can see that damage was dealt even though your life total didn't change.
  • Spells and abilities that would normally cause you to gain or lose life still resolve while your life total can't change, but the life-gain or life-loss part simply has no effect.
  • While a permanent is phased out, it's treated as though it doesn't exist. It can't be the target of spells or abilities, its static abilities have no effect on the game, its triggered abilities can't trigger, it can't attack or block, and so on.
  • You can't pay a cost that includes the payment of any amount of life other than 0 life.
  • Prices

    Seller Price
    Tcgplayer 44.38 USD
    Cardmarket 29.74 EUR / 40 EUR
    Cardkingdom 59.99 USD

    Legalities

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

    Text

    Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.) Exile Teferi's Protection.

    Flawless Maneuver Instant Normal - ~$12.23

    Guardian of Faith Creature — Spirit Knight Normal - ~$7.93

    Heroic Intervention Instant Normal

    Selfless Spirit Creature — Spirit Cleric Normal - ~$2.98

    Teferi's Protection Instant Normal - ~$43.53

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