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17 May 2024: Card library updated.

Ethersworn Shieldmage

1WU · Artifact Creature — Vedalken Wizard

Flash When Ethersworn Shieldmage enters the battlefield, prevent all damage that would be dealt to artifact creatures this turn. 2/2

Similar cards

Color identity:
NameManaTypeText
Panacea 4Artifact {X}{X}, {T}: Prevent the next X damage that would be dealt to any target this turn.
Statecraft 3UEnchantment Prevent all combat damage that would be dealt to and dealt by creatures you control.
Wandering Mage WUBCreature — Human Cleric Wizard {W}, Pay 1 life: Prevent the next 2 damage that would be dealt to target creature this turn. {U}: Prevent the next 1 damage that would be dealt to target Cleric or Wizard creature this turn. {B}, Put a -1/-1 counter on a creature you control: Prevent the next 2 damage that would be dealt to target player or planeswalker this turn. 0/3
Vassal's Duty 3WEnchantment {1}: The next 1 damage that would be dealt to target legendary creature you control this turn is dealt to you instead.
Fog Bank 1UCreature — Wall Defender, flying Prevent all combat damage that would be dealt to and dealt by Fog Bank. 0/2
Mirror Strike 3WInstant All combat damage that would be dealt to you this turn by target unblocked creature is dealt to its controller instead.
Militant Monk 1WWCreature — Human Monk Cleric Vigilance {T}: Prevent the next 1 damage that would be dealt to any target this turn. 2/1
Orim's Touch WInstant Kicker {1} (You may pay an additional {1} as you cast this spell.) Prevent the next 2 damage that would be dealt to any target this turn. If this spell was kicked, prevent the next 4 damage that would be dealt to that permanent or player this turn instead.
Daru Healer 2WCreature — Human Cleric {T}: Prevent the next 1 damage that would be dealt to any target this turn. Morph {W} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.) 1/2
Blinding Fog 2GInstant Prevent all damage that would be dealt to creatures this turn. Creatures you control gain hexproof until end of turn. (They can't be the targets of spells or abilities your opponents control.)
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