Batwing Brumeprotection$7.71Both are white combat tricks that can blow out an attacking or blocking combat step and punish aggressive board states. Batwing Brume is more flexible and can also drain life, making it a stronger defensive option.
Arachnoid AdaptationutilityBudget$0.08Like Hold the Line, it can act as a defensive trick by helping your creatures dominate combat, though it is much more about team-wide power/toughness support over multiple turns. It is less of a blowout but serves a similar stall-and-win role.
Comeuppanceprotection$1.99Both are instant-speed white defensive spells meant to punish attackers and swing combat heavily in your favor. Comeuppance is more expensive but can completely reverse damage and combat math.
Aegis of the Godsprotection$1.17This is not a combat trick, but it fills a similar white defensive role by protecting you from targeted strategies. It is a cheap, proactive protection piece rather than a one-shot combat pump.
Selfless Squireprotection$0.60Both are defensive white cards that can turn a combat step into a huge advantage. Selfless Squire is a creature-based mirror of the same idea, often blanking attacks and creating a threat.
Emerge Unscathedprotection$0.35Both are white instants that help you survive or win combat, with Emerge Unscathed offering protection instead of raw toughness. It is narrower, but far more efficient.
Shelterprotection$4.84A cheap white instant that protects a creature and can also replace itself, serving the same defensive combat-trick space in a more versatile way. It is smaller in scope but often better rate.
Settle the Wreckageremoval$4.61Both are white defensive plays that punish attacks and can completely change combat outcomes. Settle the Wreckage is much stronger at stopping attackers outright, though it costs more.