Diaspora: Virtual Booster
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Mechanics | Skeleton |
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.
Whenever a player casts a spell that player flips a coin. If that player called incorrectly shuffles that spell into his or her library, then reveals cards from the top of his or her library until he or she reveals a spell with a converted mana cost equal to or less than the spell cast, then casts that spell without paying its mana cost.
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
When Icebreaker Bowhead enters the battlefield you may draw a card if an opponent controls 2 or more tapped creatures. 2/4
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Vigilance,
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.) Whenever a land settled by Walled Canopy Defender becomes tapped you may gain 1 life. 1/3
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Whenever you are dealt damage put a charge counter on Pain Bomb.
When Pain Bomb has 3 charge counters on it, sacrifice it and deal 3 damage to target player. |
Shirk 3
![]() ![]() Whenever damage to Element Evader from a non-instant source would be prevented sacrifice Element Evader instead. 1/1
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
If they knew the ancient tongue of the Arbormen they could hear the stories passed down from the Arbormen's elders of how the portal crisis had happened before and how the short-lived survived.
6/6
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Target player puts the top 7 cards of their library into their graveyard.
Retrace Tjoreesh found that unlearing old skills and habits was as hard as learning new ones.
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Flying, Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn. 2/2
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Target creature gets +3/+3 and gains trample until end of turn.
Beasts once hunted for challenge seemed all the more challenging when hunted for necessity.
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Destroy target creature. Its controller loses 2 life and you gain 2 life.
One must be frugal and make use of all the parts of the body.
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Equipped creature gets +1/+0 and gains vigilance.
Equip ![]() Epoma had an idea after she how her livestock reacted when chewing the wild herb.
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Draw 2 cards.
Retrace The biomancers of Temdaquish and geyserclockers of Hoozti bore a unique vigor in learning to once again understand Quinnesheen.
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Whenever Violent Footsteps deals combat damage to a player you may exile a card from that player's graveyard and gain 1 life.
Some nights he still hears the footsteps of his former lover.
1/1
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End of Reason
(rare)
Icebreaker Bowhead
(uncommon)
Walled Canopy Defender
(uncommon)
Pain Bomb
(uncommon)
Element Evader
(common)
Ancient Arborfolk
(common)
Brain Pain
(common)
Craquim Aeronaut
(common)
Sudden Ferocity
(common)
Feast in the Night
(common)
Cropfields
(common)
Energy Chew
(common)
New Logs
(common)
Violent Footsteps
(common)
Forest
(basic)