The Malevolence
Flying, ward {x}- where X is equal to the number of
counters on The Malevolence plus 2.
Whenever a creature you control leaves the battlefield, if it had
counters on it, put those counters on
The Malevolence.
At the beginning of combat on your turn, if The
Malevolence has counters on it, you may move all
counters from The Malevolence onto target creature.
Crew 4
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