Card Codex

M:tG card similarity search

17 May 2024: Card library updated.

Samite Herbalist

1W · Creature — Human Cleric

Whenever Samite Herbalist becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.) 2/1

Similar cards

Color identity:
NameManaTypeText
Essence Symbiote 1GCreature — Beast Whenever a creature you control mutates, put a +1/+1 counter on that creature and you gain 2 life. 2/2
Soul Shred 3BBSorcery Soul Shred deals 3 damage to target nonblack creature. You gain 3 life.
Regenerations Restored WUEnchantment Vanishing 12 (This enchantment enters the battlefield with twelve time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.) Whenever one or more time counters are removed from Regenerations Restored, scry 1 and you gain 1 life. Then if Regenerations Restored has no time counters on it, exile it. When you do, take an extra turn after this one.
Skola Grovedancer 1GEnchantment Creature — Satyr Druid Whenever a land card is put into your graveyard from anywhere, you gain 1 life. {2}{G}: Mill a card. 2/2
Obsessive Astronomer 1RCreature — Human Wizard If it's neither day nor night, it becomes day as Obsessive Astronomer enters the battlefield. Whenever day becomes night or night becomes day, discard up to two cards, then draw that many cards. 2/2
Blind Hunter 2WBCreature — Bat Flying Haunt (When this creature dies, exile it haunting target creature.) When Blind Hunter enters the battlefield or the creature it haunts dies, target player loses 2 life and you gain 2 life. 2/2
Nocturnal Feeder 2BCreature — Vampire Rogue Flying When Nocturnal Feeder dies, each opponent loses 2 life and you gain 2 life. 2/1
Shield Mare 1WWCreature — Horse Shield Mare can't be blocked by red creatures. When Shield Mare enters the battlefield or becomes the target of a spell or ability an opponent controls, you gain 3 life. 2/3
Treasure Chest 3Artifact {4}, Sacrifice Treasure Chest: Roll a d20. 1 | Trapped! — You lose 3 life. 2—9 | Create five Treasure tokens. 10—19 | You gain 3 life and draw three cards. 20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Sylvok Lifestaff 1Artifact — Equipment Equipped creature gets +1/+0. Whenever equipped creature dies, you gain 3 life. Equip {1}
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