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17 May 2024: Card library updated.

Centaur Nurturer

3G · Creature — Centaur Druid

When Centaur Nurturer enters the battlefield, you gain 3 life. {T}: Add one mana of any color. 2/4

Similar cards

Color identity:
NameManaTypeText
Absorb WUUInstant Counter target spell. You gain 3 life.
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Sovereign's Bite 1BSorcery Target player loses 3 life and you gain 3 life.
Ondu War Cleric 1WCreature — Human Cleric Ally Cohort — {T}, Tap an untapped Ally you control: You gain 2 life. 2/2
Alms of the Vein 2BSorcery Target opponent loses 3 life and you gain 3 life. Madness {B} (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Apothecary Geist 3WCreature — Spirit Flying When Apothecary Geist enters the battlefield, if you control another Spirit, you gain 3 life. 2/3
Oloro, Ageless Ascetic 3WUBLegendary Creature — Giant Soldier At the beginning of your upkeep, you gain 2 life. Whenever you gain life, you may pay {1}. If you do, draw a card and each opponent loses 1 life. At the beginning of your upkeep, if Oloro, Ageless Ascetic is in the command zone, you gain 2 life. 4/5
Call to Arms 1WEnchantment As Call to Arms enters the battlefield, choose a color and an opponent. White creatures get +1/+1 as long as the chosen color is the most common color among nontoken permanents the chosen player controls but isn't tied for most common. When the chosen color isn't the most common color among nontoken permanents the chosen player controls or is tied for most common, sacrifice Call to Arms.
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