Old Windmill
Old Windmill enters the battlefield with 3 markers.
{t}, remove a marker: Exile target creature you controll. Bring it
back under your control at the beginning of the next endstep with a
-1/-1
counter on it.
{t}, remove a marker: Exile target creature an
opponent controlls. Bring it back under its controller's control at
the beginning of the next endstep with a +1/+1 counter on it.
{3}{w}{t}: add a marker.
Card Comments