Wild Winds
by on
Wild Winds
by on

Wild Winds

Flash, Ward {1}
When Wild Wilds enters the battlefield every
creature you control gains +2/+2 for a turn
{w}{w}{t}: Prevent a creature from going to the graveyard
{t}: Give target creature +2/+2 and Double Strike
for a turn
You never know where the winds will take you

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