
Water Weird
3 / 4
Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card.
: Water Weird gets +1/-1 until end of turn.
Illustrated by Brent Hollowell
Standard
Alchemy
Pioneer
Historic
Modern
Brawl
Legacy
Timeless
Vintage
Pauper
Commander
Penny
Oathbreaker
Duel





