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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Each player sacrfices X creatures. You gain 1 life for each creature sacrificed this way.
With no wish to conquer the Embark necromancers dismissed their rotting hordes.
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As an additional cost to cast Dawn's Vigor, discard X cards.
Regenerate X target creatures. |
Salt Mine enter the battlefield tapped.
![]() ![]() - sacrifice a plains: Permanents you control have protection from instants or sorceries until end of turn. |
: Tokens you control have protection from the source of your choice until end of turn. |
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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Choiral Wurm gets +1/+1 for each green creature token you control.
Down in the depths they plotted and succeeded in ruling over civilization. They could never rule predation though.
5/5
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Exile target enchanted creature unless it controller sacrifices all auras attached to it.
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Flying
Creatures with horsemanship can't attack or block. 1/1
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Ornate Knight gets -1/+1 for each artifact you control.
3/3
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Massive Sable gets +3/+3 when being blocked by a green creature.
3/3
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Flying
When Lingering Ghost exits the battlefield put a 1/1 black spirit token with flying onto the battlefield. No one knows what it was in, when it died, or who killed it, but it pursues us all.
2/1
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For every 1 life you lose target creature gains +2/+1 until end of turn.
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Reveal the top card of your library. If that card is an instant add it to your hand.
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Tap one permanent for each card in your hand. Those permanents don't untap during their controller's next upkeep.
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Useless Flesh
(rare)
Dawn's Vigor
(uncommon)
Salt Mine
(uncommon)
Victory March
(uncommon)
Vengeful Dust
(common)
Choiral Wurm
(common)
Nature's Judgement
(common)
Aerial Renegade
(common)
Ornate Knight
(common)
Massive Sable
(common)
Lingering Ghost
(common)
Organic Ambiance
(common)
Cyclone Vision
(common)
Rainstorm
(common)
Swamp
(basic)





- sacrifice a plains: Permanents you control have protection from instants or sorceries until end of turn.



