Sienira's Facets: Virtual Booster

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Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
 C 
Creature – Elemental
Whenever you cast a sorcery spell, Chapel-Roof Creeper gets +2/+2 until end of turn.
Each new unholy anthem causes it to grow new tendrils.
3/2
 
 R 
Instant
Target permanent's controller activates an activated ability of that permanent of your choice. You make all choices. (That player pays all costs, activating mana abilities as necessary. You can't make a choice that player can't pay for.)
While Force the Hand is on the stack and not resolving, spells and abilities can't be played.
 U 
Creature – Dwarf Cleric
{1}, {t}: Target opponent reveals his or her hand.
{2}, {t}: Target opponent can't cast sorcery spells this turn.
"Your unholy rituals will not serve you here."
1/3
 U 
Sorcery
Return target creature card from an opponent's graveyard to the battlefield under your control. Gain life equal to its converted mana cost.
 U 
Enchantment – Aura
Enchant artifact
At the end of your turn, untap enchanted artifact. If it's an Equipment, you may attach it to target creature.
"And besides, now it goes with the lavender on the terrace." – Atine, Duchess of Fiescura
 C 
Instant
Return target creature and target noncreature nonland permanent to their owners' hands.
"Where's your numerical advantage now, Spidra?" – Don Ecriot
 C 
Enchantment – Aura
Enchant land
Enchanted land is a 3/3 red Elemental creature with "{r}: This creature gets +1/+0 until end of turn".
 C 
Tribal Sorcery – Cleric
Target creature gets +3/+1 and gains intimidate until end of turn. If that creature is a Cleric, it gets an additional +3/+3 until end of turn.
"May the Dark One go with you and clear your path."
 C 
Instant
Target creature gets -4/-0. That creature doesn't untap in its controller's next untap step.
Draw a card.
"Frankly, I'd be terrified of her kick even without the concussion runes."
 C 
Creature – Human Shaman
{1}{r}: Khert Concealer becomes a Mountain land until end of turn. (It gains "{t}: Add {r} to your mana pool" until end of turn and is no longer a creature this turn.)
Some Khert shamans can take the form of their rocky home at certain times – like when a raid goes wrong.
2/2
 C 
Creature – Elf Druid Shaman
{t}: Untap target land.
Aspiring enchanters sometimes discover ancient families of elves in supposedly deserted glades. Those who survive don't repeat the mistake.
0/1
 C 
Artifact – Equipment
Equip {3}
Equipped creature has defender, +0/+3, and "{1}, {t}: Draw a card, then discard a card."
They increase intelligence, not wisdom.
 C 
Creature – Human Soldier
Whenever you cast a spell, Guardian of the Ralatine gains vigilance until end of turn.
Working in such enhanced surroundings, they're attuned to the slightest magical disturbance.
1/4
 C 
Instant
Put two 2/1 black Human Rogue creature tokens onto the battlefield.
The Spidra often have unexpected backup lurking around a corner.
Swamp
 
 B 
Basic Land – Swamp

Chapel-Roof Creeper (common, foil)
Force the Hand (rare)
Stern Suppressor (uncommon)
Necromantic Ritual (uncommon)
Infuse with Energy (uncommon)
Aetheric Disruption (common)
Vicious Territory (common)
Cloak in Terror (common)
Stunning Kick (common)
Khert Concealer (common)
Venerable Elf (common)
Scholar's Robes (common)
Guardian of the Ralatine (common)
Surprise Stab (common)
Swamp (basic)