# Seedcall Hermit Card ID: seedcall-hermit Type: Creature Cost: 4 Power Attack: 3 Health: 5 Colors: green ## Printed rules Autocharge. Activate (3 Power): Summon a 1/1 Seedling. ## Definitions Autocharge: Recharge this creature at the start of your turn. It still holds at most one ability charge; this does not reset attacks or printed once-per-turn limits. Activate: Spend this creature’s charge and printed costs during your turn. Cannot activate on entry without Livewire, or while frozen. Activation prevents further attacks this turn. ## Related cards - https://playvandal.com/cards/grove-seedling.txt Inspect: https://playvandal.com/decks/?card=seedcall-hermit Rules: https://playvandal.com/rules.txt