Card Codex

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17 May 2024: Card library updated.

Hall of Gemstone

1GG · World Enchantment

At the beginning of each player's upkeep, that player chooses a color. Until end of turn, lands tapped for mana produce mana of the chosen color instead of any other color.

Similar cards

Color identity:
NameManaTypeText
Searing Rays 2RSorcery Choose a color. Searing Rays deals damage to each player equal to the number of creatures of that color that player controls.
Path of Ancestry Land Path of Ancestry enters the battlefield tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Pillar of the Paruns Land {T}: Add one mana of any color. Spend this mana only to cast a multicolored spell.
Nomadic Elf 1GCreature — Elf Nomad {1}{G}: Add one mana of any color. 2/2
Harvester Druid 1GCreature — Human Druid {T}: Add one mana of any color that a land you control could produce. 1/1
Ornithopter of Paradise 2Artifact Creature — Thopter Flying {T}: Add one mana of any color. 0/2
Llanowar Envoy 2GCreature — Elf Scout {1}{G}: Add one mana of any color. 3/2
Weaver of Blossoms 2GCreature — Human Werewolf {T}: Add one mana of any color. Daybound (If a player casts no spells during their own turn, it becomes night next turn.) 2/3
Diamond Knight 3Artifact Creature — Knight Vigilance (Attacking doesn't cause this creature to tap.) As Diamond Knight enters the battlefield, choose a color. Whenever you cast a spell of the chosen color, put a +1/+1 counter on Diamond Knight. 1/1
Decanter of Endless Water 3Artifact You have no maximum hand size. {T}: Add one mana of any color.
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