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.
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Target creature you control gets +0/+3 until end of turn and then fights target creature.
Retrace Everyone can take their confusion and grief and swallow it, or punch with it.
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Whenever you cast an instant tap target untapped creature. If you can't tap an untapped creature return target tapped creature to its owner's hand instead.
Trarby tried his hand at founding a new settlement, one that would blow everyone away. Everyone was blown away, Trarby included.
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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.) Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof. 2/2
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Emberseer can't block.
Lonely- if Emberseer is the only spell you cast this turn you may discard a card and draw two cards at beginning of the next end step. The smolders foretold many ill omens, but they did not tell an end.
2/2
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Shirk 1
![]() (![]() : Prevent the first 1 point of damage that would be done to this creature each turn.)
Whenever Stelgian Deepdiver shirks you may tap target creature. 3/2
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Trampled Heirloom enters the battlefield tapped.
Put the top card of your library into your graveyard, : Add one mana of any color to your mana pool. |
: Draw a card, then discard a card. Activate this ability only if an opponent cast a creature spell this turn.The biomancers from Temdaquish had the faulty arrogance think that design was their proeprty.
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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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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Prowess
Scouts of Tudaal Attuni found Elfhome within a reasonable distance from the settlement. The viashino would count the few remaining elves among the game creatures of the woods.
4/3
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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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Lifelink
Turning wicked magic towards good made the former doomspeaker an idol the the people. Her wicked tendencies, however, never left.
2/1
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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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When Kindred Cultist enters the battlefield you may have target opponent lose 1 life and gain 1 life if you control another black creature.
The Doomspeaker's prophecies had been realized. The cultist's final task was to cement the truth into history.
2/1
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Aggressor's Challenge
(uncommon, foil)
Strong Winds
(rare)
Mystery of Craquim
(uncommon)
Emberseer
(uncommon)
Stelgian Deepdiver
(uncommon)
Trampled Heirloom
(common)
Siphoner of Whispers
(common)
Ancient Arborfolk
(common)
Craquim Aeronaut
(common)
Mounter of Ears
(common)
Sudden Ferocity
(common)
Occult Medic
(common)
Brain Pain
(common)
Kindred Cultist
(common)
Forest
(basic)




: Add one mana of any color to your mana pool.