
Water Weird
Creature — Elemental Weird
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.
3/4
Illustrated by Brent Hollowell
Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Not Legalpioneer
Not Legalmodern
Not Legallegacy
Not Legalpauper
Not Legalvintage
Not Legalpenny
Not Legalcommander
Not Legaloathbreaker
Legalbrawl
Not Legalalchemy
This printing
Rulings
No rulings for this card.











