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"Find me cards equivalent to: The War Doctor"

Equivalent cards to The War Doctor (red/white, exile synergy, extra turns for opponents) include:
1. Chance for Glory (Red/White) – Gives extra turn, then you lose the game.
2. Final Fortune (Red) – Extra turn, then lose the game.
3. Boros Charm (Red/White, protection effect, less direct but similar color/synergy).


Reason: These cards give extra turns with high risk, matching the extra turn downside and aggressive play pattern of The War Doctor.

Found Cards

4 Results

Boros Charm

Chance for Glory

Final Fortune

The War Doctor

Boros Charm #1771 Instant

Info

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

    Rules

  • Boros Charm's second mode affects only permanents you control at the time it resolves. It won't affect permanents that come under your control later in the turn.
  • Planeswalkers with indestructible will still have loyalty counters removed from them as they are dealt damage. If a planeswalker with indestructible has no loyalty counters, it will still be put into its owner's graveyard, as the rule that does this doesn't destroy the planeswalker.
  • Prices

    Seller Price
    Cardkingdom / 14.99 USD 16.99 USD
    Cardmarket 8.82 EUR / 10.22 EUR
    Manapool 11.69 USD / 12.48 USD
    Tcgplayer 10.27 USD

    Legalities

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

    Text

    Choose one — • Boros Charm deals 4 damage to target player or planeswalker. • Permanents you control gain indestructible until end of turn. • Target creature gains double strike until end of turn.

    Chance for Glory #159 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Chance for Glory’s first effect affects only creatures you control at the time it resolves. Creatures you begin to control later in the game won’t gain indestructible.
  • Creatures you control gain indestructible indefinitely. If you find a way to not lose the game during your next turn, they’ll continue to be indestructible for as long as they remain on the battlefield.
  • If you somehow skip the extra turn Chance for Glory gives you or skip that turn’s end step, the delayed triggered ability never triggers.
  • Prices

    Seller Price
    Cardkingdom / 17.99 USD 4.49 USD
    Tcgplayer 1.52 USD / 20.54 USD
    Manapool / 21.4 USD 2.11 USD
    Cardmarket 1.38 EUR / 5.74 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 gain indestructible. Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    Final Fortune #1956 Instant

    Info

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

    Rules

  • If you end up skipping the extra turn that is gained, you do not lose the game.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Manapool 16.32 USD / 19.56 USD
    Cardmarket / 17.25 EUR 13.9 EUR
    Cardkingdom / 23.99 USD 16.99 USD
    Tcgplayer 15.65 USD

    Legalities

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

    Text

    Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    The War Doctor #1043 Legendary Creature — Time Lord Doctor

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/5
    Types:
  • Creature
  • SubTypes:
  • Time Lord
  • Doctor
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If The War Doctor phases out at the same time as any other permanents, its first ability won't trigger.
  • If an effect instructs you to choose a creature type, you may choose Time Lord.
  • Neither "Time" nor "Lord" are creature types. Some older cards were printed with the subtype "Lord," but all of those cards have updated Oracle card text that removed that type.
  • Unlike other creature types in Magic that are each only one word, the two words "Time Lord" represent a single creature subtype. Time Lord is the only two-word creature type.
  • You choose the target of the second ability as it attacks. The number of time counters is checked at the time the ability resolves. If The War Doctor has left the battlefield by that time, use the number of time counters it had on it the last time it was on the battlefield to determine how much damage it deals to that target.
  • Prices

    Seller Price
    Tcgplayer 3.97 USD
    Cardmarket 1.15 EUR
    Manapool 3.4 USD
    Cardkingdom 3.99 USD

    Legalities

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

    Text

    Whenever one or more other permanents phase out and whenever one or more other cards are put into exile from anywhere, put a timecounteron The War Doctor. Whenever The War Doctor attacks, it deals damage equal to the number of time counters on it to any target. If a creature dealt damage this way would die this turn, exile it instead.