Yes-Man
by Anonymous Imp on

Yes-Man

At the beginning of combat on your turn, roll two
six-sided dice. For each result of 1, Yes-Man gets
+1/+1 until end of turn. For each other result, it
gains the indicated ability until end of turn. If you
rolled doubles, it also gains double strike
until end of turn.
• 2 — menace
• 3 — vigilance
• 4 — lifelink
• 5 — flying
• 6 — indestructible

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