Water Weird
- Mana cost
- {3}{U}
- Type
- Creature — Elemental Weird
- Power / toughness
- 3 / 4
- Set
- Alchemy Horizons: Baldur's Gate #41 (common)
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.
Legality
- commander: not legal
- legacy: not legal
- vintage: not legal
- pauper: not legal
- modern: not legal
- pioneer: not legal
- standard: not legal
- brawl: legal