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Mechanics | Skeleton | Draft Archetypes | Lore
Printable
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
 
 
No more rares or mythics
 U 
Creature – Human
Barter – When Wagon Captain enters the battlefield, you may have target player gain control of a nonland permanent you control. If you do, put a +1/+1 counter on each creature you control.
3/3
 U 
Creature – Fox Rogue
At the beginning of your upkeep, look at target player's hand and the top card of his or her library.
"Gamblin', like life, must seem to you like it's up to chance. Keep thinkin' like that, and you're sure to lose."
2/2
 U 
Instant
Return target creature card with power 2 or less from your graveyard to the battlefield.
 C 
Instant
Target creature gets +2/+0 and first strike until end of turn.
It doesn't matter if you're dishonorable, a liar, or a cheat. Because in the end, you're still alive, and the other guy isn't.
 C 
Creature – Human Citizen
When Stepford Matron dies, put a 0/1 white Citizen token onto the battlefield. It has Hostage.(Whenever another creature would be destroyed, you may instead remove all damage from it and sacrifice this creature.)
1/1
 C 
Creature – Human Advisor
When Loan Collector enters the battlefield, if a player controls a permanent you own, put a 1/1 white Bird creature token with flying onto the battlefield.
"I just sniff out who's in debt. My eagle does the collectin'."
2/2
 C 
Sorcery
Choose target creature you don't control. When that creature dies this turn, draw a card. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
 C 
Sorcery
Draw two cards. Then, if a player has less cards in hand than you, you lose two life.
When you're down on your luck, even a devil's help is welcome.
 C 
Creature – Caribou
Barter – When Big Antler Caribou enters the battlefield, you may have target opponent gain control of another nonland permanent you control. If you do, put two +1/+1 counters on Big Antler Caribou.
3/3
 C 
Creature – Beast
As long as an opponent has a higher life total than you, Postpile Dweller has trample.
Each column is a grave for the foolhardy explorer who tried to scale it uninvited.
5/4
 C 
Sorcery
Gain control of target permanent you own. Put two +1/+1 counters on it.
Home is where the heart is.
 C 
Creature – Fox Rogue
As long as you control a nonland permanent you don't own, Chronic Swindler can't be blocked.
She doesn't do it for the fame or the money. She does it because she can.
2/2
 C 
Creature – Elemental
Whenever you draw a card, Chiwapeh Pathbreaker gets +1/+1 until end of turn.
Even in the coldest winters and the hottest summers, the Chiwapeh tribe never stops moving.
2/4
 C 
Sorcery
Destroy target tapped creature.
Where lawmen and judges failed to punish her father's killer, she succeeded.

Wagon Captain (uncommon)
Saloon Gambler (uncommon)
Patch Up (uncommon)
Cheap Trick (common)
Stepford Matron (common)
Loan Collector (common)
Victim of Nature (common)
Devil's Deal (common)
Big Antler Caribou (common)
Postpile Dweller (common)
Journey Home (common)
Chronic Swindler (common)
Chiwapeh Pathbreaker (common)
Frontier Justice (common)