Enticing Blood
Flash, Limbo & Foretell {2}{p/w}{p/b} (On your turn
you may pay {2} & exile it from your hand face
down. Cast it on a later turn for its foretell cost)
Whenever a creature deals combat damage to enchanted player, put a
+1/+1 counter on that creature. If the creature is an Aberration
when
it attacks it gains Trample until the end of turn.
Final Hour- Put two +1/+1 counters on instead. Attacking
Aberrations also gain First Strike.
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