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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During each player's endstep he or she discards a card unless he or she puts a 1/-1 counter on all creatures he or she controls.
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Flying
Tap two other birds you control, : Draw a card.1/3
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Counter target spell. Its controller may choose up to three lands and returns them to their owners' hands.
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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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Vengeful Dust attacks each turn if able.
Other red, blue, and white creatures you control lose defender. The earth is filled with too much blood for him to accept peace.
3/2
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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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Whenever Feral Raiders deals lethal damage to a creature you may gain control of target artifact creature until end of turn.
1/1
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Protection from creatures.
0/1
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Destroy target aura.
Draw a card. Ribbit, ribbit, ri-POP!
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During each player's upkeep that player exiles the top card of his or her library. Until end of turn that player may cast it if the card for
less. If the card is not played shuffle it back into it's owner's library. |
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Set target land you control aside. Reveal the top 8 cards of your library. You may select one land card revealed that way and put it into play tapped and shuffle the land set aside back into your library unless an opponent pays
. Send all other cards revealed this way to your graveyard. |
Whenever an opponent declares attackers you may put a 1/1 green insect token onto the battlefield under your control.
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Draw 4 cards if you own at least 5 exiled permanents.
The tensions across Jyhelm's land had hid the plans of an ancient schemed.
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Tap two target permanents. Those permanents don't untap for the nest 4 turns.
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Epidemic
(rare)
Cliff Rook
(uncommon)
Undone
(uncommon)
Catch Spike
(uncommon)
Vengeful Dust
(common)
Heaven's Ascension
(common)
Feral Raiders
(common)
Children of Peace
(common)
Frog Bubble
(common)
Tapestry
(common)
Gaining Ground
(common)
Mangrove Alarm System
(common)
Drawn from the Deep
(common)
Spring Storm
(common)
Swamp
(basic)




: Draw a card.
