16-105R Reynn
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16-105R Reynn

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When Reynn enters the field, choose 1 Monster in your Break Zone. You may remove it from the game. If you do so, Reynn gains +2000 power and "At the beginning of the Attack Phase during each player's turn, choose 1 Forward. It gains Haste until the end of the turn." (This effect does not end at the end of the turn.)