Henry Stickmin
Whenever Henry Stickmin attacks or enters the battlefield, roll a d4:
1: Steal: Gain control of target nonland permanent an opponent controls until Henry Stickmin leaves the battlefield.
2: Rocket Launcher: Henry deals 3 damage to any target
and 1 damage to each creature you control.
3: Teleport: Exile Henry, then return him to the battlefield under your control.
4: Fail: Sacrifice Henry Stickmin. Draw two cards.
"HENRY!!!"


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