For one Grass and one C Energy, it has a base damage of 30 that increases by the same amount for every prize your Opponent takes, which means by end game, it can swing up to 180 damage, enough to KO anything without Eviolite
It also offers IPx4 resistance against splashing water
Agency Outfitter Devious Cover-Up Enhanced Surveillance Finale of Revelation Frostpyre Arcanist Ghostly Castigator Gifts Ungiven Grasping Current Guile Intuition Invasion of Arcavios Jace's Ruse Midnight Clock Mystical Teachings Nexus of Fate Oracle of Tragedy Paradigm Shift Phantom Carriage Psychic Spiral Put Away Ral's Dispersal Rhythmic Water Vortex Saiba Syphoner Scour for Scrap Spirit Water Revival Spring // Mind Step Between Worlds Stream of Thought Tamiyo Meets the Story Circle Teferi's Wavecaster The Bath Song Timetwister Transmute Artifact Turtles in Time Vizier of the Anointed Weftwalking Whirlpool Drake Yanling's Harbinger
Esper Sentinel Card draw on a human Esper Sentinel is a one-mana White 1/1 that reads: Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays X, where X is Esper Sentinels power. On the face of things, that means you get to draw a card unless your opponent pays one mana
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