Laserman
When Laserman enters the battlefield and during
each of its turns, put a {e} on him.
{t}, Remove all {e} from Laserman: Choose one:
• Laserman deals {x} damage to any target where {x} is the number
of {e} on him.
• Up to {x} targets become {t} where {x} is the
number of {e} on him.
• Up to {x} targets take an additional 3 damage
during their turns for 3 turns, where {x} is the
number of {e} on him.
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