Card Codex

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17 May 2024: Card library updated.

Sakura-Tribe Springcaller

3G · Creature — Snake Shaman

At the beginning of your upkeep, add {G}. Until end of turn, you don't lose this mana as steps and phases end. 2/4

Similar cards

Color identity:
NameManaTypeText
Archwing Dragon 2RRCreature — Dragon Flying, haste At the beginning of the end step, return Archwing Dragon to its owner's hand. 4/4
Opaline Unicorn 3Artifact Creature — Unicorn {T}: Add one mana of any color. 1/2
Mana Bloom XGEnchantment Mana Bloom enters the battlefield with X charge counters on it. Remove a charge counter from Mana Bloom: Add one mana of any color. Activate only once each turn. At the beginning of your upkeep, if Mana Bloom has no charge counters on it, return it to its owner's hand.
Castle Garenbrig Land Castle Garenbrig enters the battlefield tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.
Thieving Varmint 1BCreature — Varmint Deathtouch, lifelink {T}, Pay 1 life: Add two mana of any one color. Spend this mana only to cast spells you don't own. 2/1
Overtaker 1UCreature — Merfolk Spellshaper {3}{U}, {T}, Discard a card: Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. 1/1
Nettlevine Blight 4BBEnchantment — Aura Enchant creature or land Enchanted permanent has "At the beginning of your end step, sacrifice this permanent and attach Nettlevine Blight to a creature or land you control."
Dromoka Monument 3Artifact {T}: Add {G} or {W}. {4}{G}{W}: Dromoka Monument becomes a 4/4 green and white Dragon artifact creature with flying until end of turn.
Opal Palace Land {T}: Add {C}. {1}, {T}: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters the battlefield with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Two-Handed Axe 2RArtifact — Equipment Whenever equipped creature attacks, double its power until end of turn. Equip {1}{R}
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