Shootout: Virtual Booster
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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.
You could alternatively have 15 random cards regardless of rarity.
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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
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No more rares or mythics
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Bite the Bullet deals 3 damage to target creature or player and 3 damage to you. At the beginning of the next end step, each player dealt damage this way gains 6 life.
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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
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Return target creature card with power 2 or less from your graveyard to the battlefield.
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Incendiary Raid deals 5 damage to target creature and 2 damage to its controller. Its controller can't gain life this turn.
"Rob the wagons, then burn them. No one is going to look for missing shipments in dead winter."
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When Supply Ferrier enters the battlefield, you may put a +1/+1 counter on target creature.
Trading posts usually employ a small army of couriers to help travelers resupply quickly.
1/1
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Train Stowaway can't attack or block alone.
Getting in the suitcase was the easy part. Convincing a passenger to take the talking luggage onto the train was the hard part.
2/1
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Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces). |
Gain control of target creature until end of turn.
It's not stealing if you plan on giving it back later.
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When Superstitious Preacher enters the battlefield, destroy target enchantment.
"Hurry and escape with your lives! Look not behind you. Escape, to the endless trail west, lest you be consumed!"
-Preacher Edard 2/2
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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.
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You gain hexproof until end of turn. Prevent all damage that would be dealt to creatures you control this turn.
“Shore up the wagons, watch the gaps. No fidgety raider or wildfolk is getting in tonight.”
—Pioneer Travey |
Deathtouch
An ogre's hunting grounds are identifiable by the lack of carrion, the boiling springs of tar, and the smell of burning flesh.
2/4
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When Prad Company Teller enters the battlefield, look at the top three cards in your library, then put them back in any order.
Prad Company is the premier trading company on the frontier – a position that has made it the target of thieves everywhere.
1/4
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Saloon Gambler
(uncommon, foil)
Bite the Bullet
(uncommon)
Wagon Captain
(uncommon)
Patch Up
(uncommon)
Incendiary Raid
(common)
Supply Ferrier
(common)
Train Stowaway
(common)
Cultivated Crops
(common)
Borrow
(common)
Superstitious Preacher
(common)
Devil's Deal
(common)
Circle the Wagons
(common)
Tarflinger Ogre
(common)
Prad Company Teller
(common)






