The Stranger, Remembered
Ward {x} where X is The Stranger's power
which is equal to the amount of Remina counters
on it. Whenever a creature you control leaves the
battlefield, put a Remina counter on The
Stranger. If The Stranger has more than 24
Remina counters on it you win the game.
{3}{u/r}{b}, {t} Put 2 Remina counters on The
Stranger. Draw a card. You may reveal a nonland
card with mana value 10 or less from your hand.
You may cast it without paying its mana cost.
Activate only once each turn.
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