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AI 🤖 Find me cards equivalent to: Tuvasa the Sunlit

Equivalent cards to Tuvasa the Sunlit (Bant colors: white, blue, green, and focused on enchantments) include:

  • Estrid, the Masked (white, blue, green; enchantment synergy, commander)
  • Jenara, Asura of War (similar mana cost and colors, but less enchantment focus; still a Bant voltron option)
  • Sythis, Harvest's Hand (green, white; draws and gains life on enchantments, lacks blue)
  • Zur the Enchanter (white, blue, black; different color but strong enchantment focus)


Reason: These cards support enchantment-heavy strategies in Bant colors or very similar roles in commander decks.

Results:

Estrid, the Masked #40 Legendary Planeswalker — Estrid

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Estrid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Mill

    Rules

  • All of the non-Aura enchantments put onto the battlefield with Estrid's third ability enter at the same time. If any have triggered abilities that trigger on something else entering the battlefield, they'll see each other.
  • An enchanted permanent is one with an Aura attached to it. Enchantment permanents you control that don't have Auras attached to them aren't enchanted.
  • Aura cards returned with Estrid's third ability may enchant non-Aura enchantments put onto the battlefield with that ability.
  • Estrid's second ability can't target Estrid, but the Mask token may legally enchant Estrid if you find a way to move it onto her.
  • Estrid's second ability might target a permanent that can't have the Aura token attached to it. In this case, the token isn't created at all.
  • If an Aura card can't enchant anything, it remains in your graveyard.
  • If an Aura with umbra armor is itself enchanted by another Aura with umbra armor, destroying either the first Aura or the permanent it enchants will result in only the second Aura being destroyed instead.
  • You choose what each returning Aura will enchant just before that Aura enters the battlefield. The chosen recipient must be able to legally be enchanted by the Aura. This doesn't target the player or permanent it will enchant, so an opponent's permanent with hexproof may be chosen this way.
  • 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 1.23 USD
    Cardmarket 0.94 EUR
    Cardkingdom 2.29 USD

    Legalities

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

    Text


    +2 Untap each enchanted permanent you control.
    −1 Create a white Aura enchantment token named Mask attached to another target permanent. The token has enchant permanent and umbra armor.
    −7Millseven cards. Return all non-Aura enchantment cards from your graveyard to the battlefield, then do the same for Aura cards. Estrid, the Masked can be your commander.

    Jenara, Asura of War #11 Legendary Creature — Angel

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.86 USD
    Cardmarket 0.7 EUR
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    Flying : Put a +1/+1counteron Jenara.

    Sythis, Harvest's Hand #1963 Legendary Enchantment Creature — Nymph

    Info

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

    Rules

  • Sythis, Harvest Hand's ability doesn't trigger when it is cast.
  • Prices

    Seller Price
    Tcgplayer 40.69 USD
    Cardmarket 18.06 EUR

    Legalities

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

    Text

    Whenever you cast an enchantment spell, you gain 1 life and draw a card.

    Tuvasa the Sunlit #47 Legendary Creature — Merfolk Shaman

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Shaman
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Because damage remains marked on a creature until it's removed as the turn ends, nonlethal damage dealt to Tuvasa may become lethal if some of your enchantments leave the battlefield during that turn.
  • Tuvasa's triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Tcgplayer 2.74 USD
    Cardmarket 3.45 EUR / 3.57 EUR
    Cardkingdom 2.99 USD

    Legalities

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

    Text

    Tuvasa gets +1/+1 for each enchantment you control. Whenever you cast your first enchantment spell each turn, draw a card.

    Zur the Enchanter #10 Legendary Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If you put an Aura card onto the battlefield with Zur's ability, you choose what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in your library.
  • Prices

    Seller Price
    Tcgplayer 6.95 USD
    Cardkingdom 2.29 USD

    Legalities

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

    Text

    Flying Whenever Zur attacks, you may search your library for an enchantment card with mana value 3 or less, put it onto the battlefield, thenshuffle

    Estrid, the Masked Legendary Planeswalker — Estrid Normal - ~$1.49

    Jenara, Asura of War Legendary Creature — Angel Normal - ~$0.85

    Sythis, Harvest's Hand Legendary Enchantment Creature — Nymph Normal - ~$29.38

    Tuvasa the Sunlit Legendary Creature — Merfolk Shaman Normal - ~$3.19

    Zur the Enchanter Legendary Creature — Human Wizard Normal - ~$4.62

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