Evolution Chamber
{2}, {T}: Choose Melee, Missile, or Carapace. Put a counter of that type on Evolution Chamber. Activate only as a sorcery. Tech Lock — You cannot choose Missile unless Evolution Chamber has at least 2 total counters on it. Melee Upgrades — Zerg creatures you control get +1/+0 for each Melee counter on it. Missile Upgrades — Zerg creatures you control have reach. They also have trample if you have two or more Missile counters. Carapace Upgrades — Zerg creatures you control get +0/+1 for each Carapace counter on it.


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