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.
When Watertrap Weaver enters the battlefield, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.