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Kushman
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Kushman
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Kushman

If Kushman is in your command zone or on the battlefield and you don’t have a joint, you lose the game Kushman enters the battlefield with an herb counter Kushman’s power is equal to the number of hits you have taken this turn and his toughness is equal to that number plus 1 Whenever you draw a card, cast an instant or counter a spell, you take a hit Whenever a land enters the battlefield under your control you take 2 hits and gain 2 life If Kushman would deal combat damage to a player you may remove an herb counter from it, if you do prevent that damage and you draw cards equal to half of Kushman’s power (rounded down)

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