
Alchemy Horizons: Baldur's Gate · #41
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Whenever Water Weird deals combat damage to a player, put a +1/+1 counter on Water Weird if the top card of your library is a nonland card. Otherwise, you may mill a card. {1}{U}: Water Weird gets +1/-1 until end of turn.
Abilities, attacks, weakness & resistance
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Water Weird (HBG-41) is a blue Creature — Elemental Weird from the Alchemy Horizons: Baldur's Gate set. Whenever it deals combat damage to a player you either put a +1/+1 counter on it if the top card of your library is a nonland card or you may mill a card, giving it a conditional growth and self-mill interaction. It can also pay {1}{U} to get +1/-1 until end of turn, letting you trade toughness for extra power temporarily.
Catalog pricing data as of 25 Apr 2026, 00:49