It deals three damage to any target, letting you use it to remove a lower-toughness creature or a way to push for lethal damage
It is often found among the top-cut of organised play events though we have yet to see it take the crown
It tutors another shrine on each upkeep, and once you control six, it doubles all shrine triggers
cards, offering a reliable option for keeping your decks neatly sorted, including key Trap, Spell, and Monster cards
Boasting an ability that allows it to tank more hits and an attack that can do anywhere between 140-280 damage, makes it a valuable addition to any Water-type deck
One of the first rules of Magic was that each player has a maximum hand size of seven cards, and so if a player had more than seven cards by the end of their turn, they would have to discard cards from their hand until they had exactly seven cards at the end of their turn during the cleanup phase