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"Find me cards equivalent to: Wind Zendikon"

Cards similar to Wind Zendikon (blue, Enchantment — Aura, animates lands):
1. Coralhelm Guide (not an Aura, but blue and animates land with an ability).
2. Guardian Zendikon (white, animates land and returns to hand, but not blue).
3. Dream's Grip (blue Aura, but only taps/untaps, not animates.)
4. Animist's Awakening (not an Aura, animates land, but green)

Closest blue Aura:
Wind Zendikon itself is unique in mono-blue. No direct blue Aura equivalent, but Guardian Zendikon (white) and Zendikon cycle offer similar effects in other colors.

Found Cards

5 Results

Animist's Awakening

Coralhelm Guide

Dream's Grip

Guardian Zendikon

Wind Zendikon

Animist's Awakening #261 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won't count because it's still on the stack as you make this check.
  • If the spell mastery ability applies, you untap only the lands put onto the battlefield with Animist's Awakening.
  • If you have X or less cards in your library, you'll reveal all the cards from your library, put all land cards from among them onto the battlefield tapped, and then put the rest of the cards back in your library in a random order. (This is effectively the same as shuffling your library, although it's still not technically a shuffle.)
  • No player will know the order of the cards put on the bottom of your library. Practically speaking, the cards should be shuffled (although this is not the game action of "shuffling").
  • Prices

    Seller Price
    Manapool 0.17 USD
    Cardkingdom 0.99 USD
    Tcgplayer 0.44 USD
    Cardmarket 0.39 EUR

    Legalities

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

    Text

    Reveal the top X cards of your library. Put all land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, untap those lands.

    Coralhelm Guide #116 Creature — Merfolk Scout Ally

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Scout
  • Ally
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Activating Coralhelm Guide's ability after a creature has become blocked won't cause that creature to become unblocked.
  • Prices

    Seller Price
    Cardmarket 0.12 EUR / 0.2 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.09 USD
    Manapool 0.15 USD / 0.17 USD

    Legalities

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

    Text

    : Target creature can't be blocked this turn.

    Dream's Grip #34 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Entwine

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 2.09 EUR 0.48 EUR
    Manapool 0.15 USD / 3.67 USD
    Tcgplayer / 7.35 USD 0.37 USD
    Cardkingdom / 8.99 USD 0.35 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 — • Tap target permanent. • Untap target permanent. Entwine (Choose both if you pay the entwine cost.)

    Guardian Zendikon #6 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature, this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
  • An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
  • If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.
  • If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.
  • The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.
  • When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger.
  • Prices

    Seller Price
    Cardmarket / 0.22 EUR 0.12 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.07 USD / 0.6 USD
    Manapool / 0.2 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 land Enchanted land is a 2/6 white Wall creature with defender. It's still a land. When enchanted land dies, return that card to its owner's hand.

    Wind Zendikon #46 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • An ability that turns a land into a creature also sets that creature's power and toughness. If the land was already a creature, this will overwrite the previous effect that set its power and toughness. Effects that modify its power or toughness, such as the effects of Disfigure or Glorious Anthem, will continue to apply, no matter when they started to take effect. The same is true for counters that change its power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
  • An attacking or blocking creature that stops being a creature is removed from combat. This can happen if a Zendikon enchanting an attacking or blocking creature leaves the battlefield, for example. The permanent that was removed from combat neither deals nor is dealt combat damage. Any attacking creature that the land creature was blocking remains blocked, however.
  • If a Zendikon and the land it's enchanting are destroyed at the same time (due to Akroma's Vengeance, for example), the Zendikon's last ability will still trigger.
  • If a Zendikon's last ability triggers, but the land card it refers to leaves the graveyard before it resolves, it will resolve but do nothing.
  • The enchanted permanent will be both a land and a creature and can be affected by anything that affects either a land or a creature.
  • When a land becomes a creature, that doesn't count as having a creature enter. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters won't trigger.
  • Prices

    Seller Price
    Tcgplayer / 0.52 USD 0.08 USD
    Cardkingdom 0.35 USD / 0.99 USD
    Manapool 0.15 USD / 0.39 USD
    Cardmarket / 0.44 EUR 0.1 EUR

    Legalities

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

    Text

    Enchant land Enchanted land is a 2/2 blue Elemental creature with flying. It's still a land. When enchanted land dies, return that card to its owner's hand.