Quartermaster Anderson
by on
Quartermaster Anderson
by on

Quartermaster Anderson

You may activate equip abilities any time you
could cast an instant.
Whenever Anderson becomes equipped for the
first time each turn, choose one —
• Return target creature an opponent controls to
it's owners hand, then you create a 3/3 green
Beast creature token.
• Anderson deals 1 damage for each equipment attached to it to any target.

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