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.
{1}{U}: Water Weird gets +1/-1 until end of turn.
3/4
Legalities
tlrnot legal
duelnot legal
brawllegal
pennynot legal
PreDHnot legal
futurenot legal
legacynot legal
modernnot legal
paupernot legal
alchemynot legal
pioneernot legal
vintagenot legal
historiclegal
standardnot legal
Timelesslegal
commandernot legal
Gladiatorlegal
Old Schoolnot legal
Premodernnot legal
Oathbreakernot legal
Standard Brawlnot legal
Pauper Commandernot legal
Context
Card type: Creature — Elemental Weird. Color identity: blue. Mana cost: {3}{U} (4 converted). Keyword abilities: Mill.
Legal in Brawl and Historic.
The representative printing on this page is illustrated by Brent Hollowell.