cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Vedalken Humiliator"

Cards equivalent to Vedalken Humiliator (blue, affects creatures’ stats/abilities, artifact synergy, similar tribe or effect):
1. Imposter Mech – Blue, Creature, can become a copy of a creature.
2. Sphinx of the Second Sun – Blue, Creature, artifact synergy, though effect differs.
3. Deepfreeze – Blue, Enchantment, sets base power/toughness to 0/4 and removes abilities.
4. Kasmina's Transmutation – Blue, Enchantment, sets base power/toughness to 1/1 and removes abilities.
5. Turn to Frog – Blue, Instant, turns creature into a 1/1 Frog and removes abilities.

Closest in effect: Deepfreeze, Kasmina's Transmutation, and Turn to Frog interact similarly with stats/abilities, but usually only single-target and no Metalcraft. No exact blue Metalcraft equivalent, but these share color and similar effects.

Found Cards

5 Results

Imposter Mech

Kasmina's Transmutation

Sphinx of the Second Sun

Turn to Frog

Vedalken Humiliator

Imposter Mech #97919 Artifact — Vehicle

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: 3/1
Types:
  • Artifact
  • SubTypes:
  • Vehicle
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Crew

    Rules

  • If Imposter Mech enters the battlefield as a copy of a creature that was also a planeswalker, it loses both the planeswalker and creature card types. Its controller may activate any loyalty abilities it now has as normal, but it notably cannot be attacked and it does not lose loyalty counters when it is dealt damage.
  • Imposter Mech does not copy any subtypes related to a card type that it lost. For example, if Imposter Mech enters the battlefield as a copy of a 1/1 Human Soldier token, it is neither a Human nor a Soldier. It won't gain those subtypes if it is later crewed.
  • 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

    You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3

    Kasmina's Transmutation #57 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Effects that modify a creature's power and/or toughness, such as the effect of Bleeding Edge, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness.
  • If the affected creature gains an ability after Kasmina's Transmutation becomes attached to it, it will keep that ability.
  • Kasmina's Transmutation overwrites all previous effects that set the creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Kasmina's Transmutation becomes attached to a creature will overwrite this effect.
  • Prices

    Seller Price
    Cardmarket 0.16 EUR / 0.27 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.15 USD / 0.34 USD
    Manapool / 0.36 USD 0.15 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature loses all abilities and has base power and toughness 1/1.

    Sphinx of the Second Sun #1720 Creature — Sphinx

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Sphinx
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • After the additional beginning phase, the game proceeds to the ending phase (unless something has added even more phases; see below.)
  • Even if you don't attack with any creatures during combat, you'll still get a postcombat main phase and Sphinx of the Second Sun's ability will still trigger.
  • If multiple phases are added to the same point in your turn, the most recently created phase happens first. For example, say you control Sphinx of the Second Sun and its ability triggers during your postcombat main phase. Later during that same main phase, another effect gives you an additional combat phase after this main phase. The additional combat will happen first, followed by the additional beginning phase.
  • If you somehow have more than two main phases in a turn, each main phase other than the first one is a postcombat main phase, and Sphinx of the Second Sun's ability triggers at the beginning of each of them.
  • The additional beginning phase all happens during the current turn. Any effects that last "until your next turn" or similar won't expire just because you'll go through an additional beginning phase.
  • The additional beginning phase will be a lot like your normal beginning phase. During the untap step, permanents will phase in or out as appropriate and you'll untap your tapped permanents. Anything that triggers "at the beginning of your upkeep" or similar will trigger during the upkeep step, and you'll eventually draw a card for your draw step.
  • Prices

    Seller Price
    Manapool / 10 USD 6.89 USD
    Cardmarket 4.08 EUR / 5.45 EUR
    Cardkingdom 7.99 USD / 9.49 USD
    Tcgplayer 5.27 USD

    Legalities

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

    Text

    Flying At the beginning of each of your postcombat main phases, there is an additional beginning phase after this phase. (The beginning phase includes the untap, upkeep, and draw steps.)

    Turn to Frog #81 Instant

    Info

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

    Rules

  • Effects that modify a creature’s power and/or toughness, such as the effect of Titanic Growth, will apply to the creature no matter when they started to take effect. The same is true for any counters that change its power and/or toughness and effects that switch its power and toughness.
  • If one of the Theros block Gods is affected by Turn to Frog, it will be a legendary 1/1 blue Frog enchantment creature with no abilities. If it stops being a creature, perhaps because your devotion to its color(s) decreased, it will be a legendary blue enchantment with no abilities. The way continuous effects work, the God’s type-changing ability is applied before the effect that removes that ability is applied.
  • If the affected creature gains an ability after Turn to Frog resolves, it will keep that ability.
  • The creature will lose all other colors and creature types, but it will retain any other card types (such as artifact) or supertypes (such as legendary) it may have.
  • Turn to Frog doesn’t counter abilities that have already triggered or been activated. In particular, there is no way to cast this spell to stop a creature’s ability that says “At the beginning of your upkeep,” “When this creature enters the battlefield,” or similar from triggering.
  • Turn to Frog overwrites all previous effects that set the creature’s base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after Turn to Frog resolves will overwrite this effect.
  • Prices

    Seller Price
    Cardmarket 0.11 EUR / 0.56 EUR
    Manapool / 0.34 USD 0.15 USD
    Tcgplayer 0.21 USD / 0.78 USD
    Cardkingdom 0.35 USD / 1.49 USD

    Legalities

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

    Text

    Until end of turn, target creature loses all abilities and becomes a blue Frog with base power and toughness 1/1.

    Vedalken Humiliator #13 Creature — Vedalken Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • All creatures your opponents control are affected by Vedalken Humiliator's ability, not just those controlled by the player it's attacking.
  • Any power- or toughness-modifying effects (those that give +N/+N, for example) and counters will apply to the creature's new base power and toughness, even if they started to apply before Vedalken Humiliator's ability resolved.
  • If you don't control three artifacts as Vedalken Humiliator's ability resolves, it has no effect. If you do, the effect continues to apply even if you lose control of Vedalken Humiliator or your artifacts later in the turn.
  • Vedalken Humiliator's ability affects only creatures your opponents control at the time it resolves. Creatures they begin to control later in the turn won't lose power, toughness, or abilities.
  • Vedalken Humiliator's ability overwrites all previous effects that set an affected creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after the ability resolves will overwrite this effect.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD
    Cardkingdom 0.59 USD
    Cardmarket 0.33 EUR / 0.98 EUR
    Manapool 0.25 USD

    Legalities

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

    Text

    Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.