World War Hulk (MSH-197)
Enchantment — Saga
Rare
null/null
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
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World War Hulk (MSH-197)
World War Hulk (MSH-197)
Enchantment — Saga
Rare
null/null
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
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Description
Enchantment — Saga
Rare
null/null
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.
[I] The next red or green creature spell you cast this turn can be cast without paying its mana cast.
[II] Put three +1/+1 counters on target creature you control.
[III] Choose target creature you control. Until end of turn, double its power and toughness and it gains trample.












