Arcunda: Virtual Booster

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Mechanics | Setting | Mechanic descriptions | Skeleton
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
 
 R 
Land
At the beginning of the end step, if you control no white permanents, sacrifice ~.

{t}: Add {w}, {b} or {r} to your mana pool.
 U 
Enchantment
Accumulate (When this enters the battlefield and at the beginning of your upkeep, put a charge counter on it.)
{w}, remove two charge counters from Cisaean Wardrite: Choose a colour. Up to two target creatures gain protection from the chosen colour until end of turn.
 U 
Enchantment
Accumulate (When this enters the battlefield and at the beginning of your upkeep, put a charge counter on it.)
{u}, remove two charge counters from Amnesial Field: Target player puts the top five cards of his or her library into his or her graveyard.
 U 
Creature – Faerie Wizard
Flying
{1}{u}{u}: Put a charge counter on target permanent.
1/1
 C 
Instant
Choose one or both — return target creature to its owner's hand; and/or return target artifact to its owner's hand.
"Discovered several imperfections. Time to start again." -Bedan, motemage, lab notes
 C 
Instant
Lightning Pulse deals 3 damage to target creature or player.
Add {r} to your mana pool.
 C 
Sorcery
Chargecast (Each charge counter you remove from among permanents you control while casting this spell reduces its cost by {1} or by one mana of any of that permanent’s colours.)
Put two 1/1 white Scout creature tokens onto the battlefield.
 C 
Creature – Vedalken Advisor
As long as you control a red creature or a green creature, Mirundaean Emissary gets +1/+1 and has flying.
2/1
 C 
Creature – Dwarf Shaman
Accumulate (When this enters the battlefield and at the beginning of your upkeep, put a charge counter on it.)
{t}, remove two charge counters from Discharge Shaman: Discharge Shaman deals 3 damage to target player.
2/2
 C 
Enchantment – Aura
Enchant creature.
Enchanted creature gets +1/+1 and has lifelink.
Only rarely do the vampires bite to transfer their vampirism – and to be bitten thus is considered a great honour.
 C 
Creature – Crocodile
Swampwalk
Crocodiles are an ever-present threat in Arcunda's wetlands – most travellers never see them coming.
3/2
 C 
Instant
Target creature gains Parrying (This creature may block an additional creature. Assign combat damage equal to this creature's power to both blocked creatures.) until end of turn.
"Two of you? That's just twice as much flesh to aim for!" – Eleas, Olmerand Sentry
 C 
Creature – Ape
Vigilance
4/3
 C 
Sorcery
Gain 2 life for each charge counter on a permanent you control.
 
 B 
Basic Land – Plains
 T 
 
1/1

RL01 (rare)
Cisaean Wardrite (uncommon)
Amnesial Field (uncommon)
Faerie Motemage (uncommon)
Disassemble (common)
Lightning Pulse (common)
Mount Expedition (common)
Mirundaean Emissary (common)
Discharge Shaman (common)
Vampiric Gift (common)
Bog Crocodile (common)
Quick Reflexes (common)
Watchful Silverback (common)
Bathe in Scintillae (common)
Plains (basic)
SCOUT (token)