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6 Cards Found

AI 🤖 Find me cards equivalent to: Will Kenrith

Equivalent cards to Will Kenrith (blue and/or white, planeswalkers, support spells, or similar effects):
1. Teferi, Hero of Dominaria (blue/white planeswalker, control-focused)
2. Narset Transcendent (blue/white planeswalker, card advantage)
3. Jace, Architect of Thought (blue planeswalker, card draw & control)
4. Teferi, Master of Time (blue planeswalker, draw & phase out)
5. Dovin Baan (blue/white planeswalker, draw and weaken creatures)


Reason: These cards are blue/white planeswalkers with draw, control, or support abilities similar to Will Kenrith.

Results:

Dovin Baan #179s Legendary Planeswalker — Dovin

Info

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

    Rules

  • Activated abilities contain a colon. They're generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • An opponent affected by Dovin Baan's emblem chooses which two of their permanents to untap, not you.
  • Dovin Baan's first ability can target any creature, not just one with an activated ability. It can also be activated targeting no creature at all.
  • Prices

    Seller Price
    Tcgplayer 4.29 USD
    Cardmarket 2.6 EUR
    Cardkingdom 4.99 USD
    Manapool 4.78 USD

    Legalities

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

    Text


    +1 Until your next turn, up to one target creature gets -3/-0 and its activated abilities can't be activated.
    −1 You gain 2 life and draw a card.
    −7 You get an emblem with "Your opponents can't untap more than two permanents during their untap steps."

    Jace, Architect of Thought #44 Legendary Planeswalker — Jace

    Info

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

    Rules

  • For each library, the search is complete only when you explicitly say it is. For example, you can look through one player's library, set that library down, look at another player's library, choose a nonland card in the first library, then choose a nonland card in the second library. Don't reveal any cards from those libraries to any other player until you exile them.
  • If a card has {X} in its mana cost, you must choose 0 as its value.
  • If you can't cast a card, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain exiled. Jace's ability won't allow you to cast it later.
  • If you cast a card “without paying its mana cost,” you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • Jace's first ability creates a delayed triggered ability that triggers whenever a creature an opponent controls attacks. It doesn't matter which player or planeswalker that creature is attacking.
  • Piles can be empty. If one of the piles is empty, you choose to put all the revealed cards in your hand or on the bottom of your library.
  • When casting a card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
  • When resolving Jace's third ability, you search each player's library (including yours) and exile the nonland cards before casting any of them.
  • You cast the cards by putting them on the stack one at a time, choosing modes, targets, and so on. The last card you cast will be the first one to resolve.
  • You pick one of your opponents when Jace's second ability resolves. The ability doesn't target that opponent. All players may see the revealed cards and offer opinions. You (not your opponent) choose which pile is put into your hand and which pile is put on the bottom of your library.
  • Prices

    Seller Price
    Tcgplayer 0.35 USD / 3.98 USD
    Cardmarket 0.57 EUR / 2.09 EUR
    Cardkingdom 0.99 USD / 2.99 USD
    Cardsphere 0.57 USD
    Manapool 0.26 USD / 3.08 USD

    Legalities

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

    Text


    +1 Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
    −2 Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
    −8 For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.

    Narset Transcendent #225 Legendary Planeswalker — Narset

    Info

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

    Rules

  • If a spell that exiles itself as part of its own resolution, such as Volcanic Vision, gains rebound, the ability that lets you cast the spell again won’t be created. The spell will simply be exiled.
  • When resolving Narset’s first ability, if the top card of your library is a creature or a land card, or if you don’t wish to put it into your hand, it isn’t revealed.
  • Prices

    Seller Price
    Tcgplayer 3.95 USD / 24.56 USD
    Cardmarket 5.94 EUR / 16.24 EUR
    Cardkingdom 7.49 USD / 39.99 USD
    Cardsphere 4.81 USD
    Manapool 3.18 USD / 19.48 USD

    Legalities

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

    Text


    +1 Look at the top card of your library. If it's a noncreature, nonland card, you may reveal it and put it into your hand.
    −2 When you next cast an instant or sorcery spell from your hand this turn, it gains rebound. (Exile the spell as it resolves. At the beginning of your next upkeep, you may cast that card from exile without paying its mana cost.)
    −9 You get an emblem with "Your opponents can't cast noncreature spells."

    Teferi, Hero of Dominaria #2 Legendary Planeswalker — Teferi

    Info

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

    Rules

  • You choose the target for the triggered ability of Teferi's emblem after you've seen the card you drew.
  • You don't decide which two lands to untap until the next end step.
  • 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


    +1 Draw a card. At the beginning of the next end step, untap up to two lands.
    −3 Put target nonland permanent into its owner's library third from the top.
    −8 You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."

    Teferi, Master of Time #293 Legendary Planeswalker — Teferi

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Teferi
  • Languages:
    EDH Bracket Attr:
    Extra Turns
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • An attacking creature that phases out is removed from combat.
  • Any continuous effects with a "for as long as" duration such as that of Awakener Druid 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 during their controller's untap step 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 Kitesail Freebooter, 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 attached to a permanent that's phasing out also phases out. They will phase in with that permanent and still be attached to it. Similarly, permanents that phase out with counters phase in with those counters.
  • If an opponent gains control of your creature and it phases out and the duration of the control-change effect expires before it phases in, that permanent 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.
  • 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.
  • Teferi's first ability doesn't change how many of his abilities you can activate during each turn.
  • 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 draw a card and discard a card all while Teferi's first loyalty ability is resolving. Nothing can happen between the two, and no player may choose to take actions.
  • Prices

    Seller Price
    Tcgplayer 6.94 USD / 21.34 USD
    Cardmarket 7.64 EUR / 9.23 EUR
    Cardkingdom 10.99 USD / 17.99 USD
    Cardsphere 5.98 USD
    Manapool 8.32 USD / 10.76 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 may activate loyalty abilities of Teferi on any player's turn any time you could cast an instant.
    +1 Draw a card, thendiscarda card.
    −3 Target creature you don't control phases out. (Treat it and anything attached to it as though they don't exist until its controller's next turn.)
    −10 Take two extra turns after this one.

    Will Kenrith #255s Legendary Planeswalker — Will

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Will
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Partner

    Rules

  • "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
  • Effects that raise or lower 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 a creature affected by Rowan's first ability can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • If an affected creature gains an ability after Will's first ability resolves, it will keep that ability.
  • If the spell or ability has damage divided as it was cast or activated (like Chandra's Pyrohelix), the division can't be changed (although the targets receiving that damage still can).
  • If the spell or ability that's copied has an X whose value was determined as it was cast or activated (like Blaze does), the copy will have the same value of X.
  • If the spell or ability that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. A different mode can't be chosen.
  • If you have two of Will's emblems, perhaps because Rowan's emblem copied Will's last ability, each one will copy a spell you cast. The same is true of Rowan's emblem in regard to abilities you activate.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
  • The ability of either Kenrith's emblem can copy the spell or ability even if that spell or ability is countered before the emblem's triggered ability resolves.
  • The controller of a copied spell can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy. Similarly, for Rowan's emblem, effects based on non-mana costs that were paid for the original ability are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it's not "cast" or "activated." Abilities that trigger when a player casts a spell or activates an ability (such as either emblem's own ability) won't trigger.
  • The copy of the spell created by Will's emblem resolves before the original spell. The same is true of the copy of the activated ability created by Rowan's emblem.
  • The copy will have the same targets as the spell or ability it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • The last abilities of Will and Rowan apply to Commander games only. They have no effect in other games.
  • The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
  • The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
  • To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
  • Will's first ability overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply after that ability resolves will overwrite this effect.
  • Prices

    Seller Price
    Tcgplayer 6.26 USD
    Cardmarket 2.23 EUR
    Cardkingdom 3.99 USD
    Manapool 5.12 USD

    Legalities

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

    Text


    +2 Until your next turn, up to two target creatures each have base power and toughness 0/3 and lose all abilities.
    −2 Target player draws two cards. Until your next turn, instant, sorcery, and planeswalker spells that player casts cost less to cast.
    −8 Target player gets an emblem with "Whenever you cast an instant or sorcery spell, copy it. You may choose new targets for the copy." Partner with Rowan Kenrith Will Kenrith can be your commander.

    Dovin Baan Legendary Planeswalker — Dovin Normal - ~$4.17

    Jace, Architect of Thought Legendary Planeswalker — Jace Normal - ~$1.65

    Narset Transcendent Legendary Planeswalker — Narset Normal - ~$13.96

    Teferi, Hero of Dominaria Legendary Planeswalker — Teferi Normal

    Teferi, Master of Time Legendary Planeswalker — Teferi Normal - ~$11.02

    Will Kenrith Legendary Planeswalker — Will Normal - ~$4.4

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