Isolation: Virtual Booster
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| Mechanics |
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.
You could alternatively have 15 random cards regardless of rarity.
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Sacrifice a permanent. Each opponent must sacrifice that shared a type with the permanent you sacrificed if possible.
So many criminals, so few strong ropes.
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Whenever you sacrifice a creature you gain life equal to its toughness. All opponents lose that much life.
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The next creature that enters the battlefield this turn enters with a -1/-1 counter on it.
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Defender
Whenever Catch Spike deals combat damage to a creature, Catch Spike becomes an Equipment type artifact until that creature dies. Attach Catch Spike to that creature. Equipped creature gets -3/-1. 1/3
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Wither
Creatures with -1/-1 counters cannot use activated abilities. 3/3
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Flash
When Sonar Circle enter the battlefield you may redirect damage dealt to another creature or player from one source to Sonar Circle. We have no right to take justice into our hands. We can take as much punishment as the wicked can deal though.
1/2
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Destroy target aura.
Draw a card. Ribbit, ribbit, ri-POP!
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Whenever Eor Journeyman deals combat damage to a player that player may reveal the top card of his or her library. If that card is a sorcery or instant that player may cast it without paying its mana cost.
4/2
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Haste, Trample
Killing is their business. Fortunately for us, business is not good.
4/4
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Protection from creatures.
0/1
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Whenever a non-creature source deals damage to you return one permanent to its owners hand and deal them 1 damage.
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Separate all creatures you control into two piles. Your opponent chooses one of them. All creatures in that pile gain flying until end of turn. All creatures in the other pile gain shroud until end of turn.
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Sacrifice a permanent. Each opponent must sacrifice that shared a type with the permanent you sacrificed if possible.
So many criminals, so few strong ropes.
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The next creature that enters the battlefield this turn enters with three +1/+1 counters.
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Cruel Justice
(common, foil)
Underhanded Tactics
(rare)
Psychotic Summoning
(uncommon)
Catch Spike
(uncommon)
Collapsing Corpse
(uncommon)
Sonar Circle
(common)
Frog Bubble
(common)
Eor Journeyman
(common)
Thunderhordes
(common)
Children of Peace
(common)
Deranged Ambience
(common)
Heaven's Ascension
(common)
Cruel Justice
(common)
Summoning Kick
(common)
Plains
(basic)





