The Harbinger
Flying, Toxic 1
Weapon Cycle: the harbinger cycles through Lasers, missiles, and Heat Ray each turn in that order
Lasers: the harbinger has haste and double strike
Missiles: the harbinger cannot be blocked by creatures without flying
Heat Ray: at the next end step, the harbinger deals 5 damage to any target
Heat seeking missiles: whenever harbinger swaps weapons, it deals 3 damage to any target, this ignores hexproof and ward, and does not trigger abilities
Howitzers: harbinger gets +1/+0 for each p


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