Pushes 2. An enemy target will suffer 2{ij} and Grampy will be healed of 2{ij}. An allied target will be healed of 3{ij}.
4
Power(s)Kerub's Bazaar (Kerub's Bazaar: at the start of Grampy's turn, play Heads or Tails: Heads: Grampy gains +2{AP} for the following turn, Tails: Grampy gains +2{MP} for the following turn.)