The Dutchman
{fontplantin-semibold}Defender, Flying, Indestructible, Phasing When the Dutchman enters, pay 3 life. At the end of your untap step, roll a D6, and count each player starting clockwise; the chosen player must crew the Dutchman, or pay 3 life. Anytime the Dutchman is crewed, the chosen creature(s) immediately phase out, and this Vehicle becomes an Artifact Creature until end of turn. Crew 3{flavor}{I}“I’d rather it be pirates.”{/fontplantin-semibold}{/fontsize31}{left}


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