Magic R: Virtual Booster

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Mechanics
Printable
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
 R 
Creature – Human Assassin
{b}, {t}: Destroy target tapped creatures.
Baron Sengir keeps only the finest and most skilled assassins in his employ. Dissenting rulers are quick to find themselves on the wrong end of one of his messengers' knives.
2/1
 U 
Creature – Goblin Warrior
Goblin Raider can't block.
The goblins of Rundvelt were once considered nothing more than a barbaric, disorganized rabble, until Pashallik Mons united the warrens and turned them into a formidable fighting force.
2/1
 U 
Creature – Troll
Sedge Troll gets +1/+1 as long as you control a Swamp.
{1}{b}: Revive Sedge Troll. (If this card was put into a graveyard from the battlefield this turn, return it to the battlefield tapped.)
2/2
 U 
Artifact – Equipment
Equipped creature gets +4/+4 and has trample. (It can deal excess damage to defending player while attacking.)
Whenever equipped creature attacks, it doesn't untap during its controller's next untap phase.
Equip {2} ({2}: Attach this to target creature you control. Equip only as a sorcery.)
+4/+4
{r}
 
 C 
Instant
Destroy target artifact.
 C 
Creature – Elf Druid
{t}: Add {g} to your mana pool.
They are the closest to Gaea, drawing power from her very essence itself.
1/1
 C 
Creature – Goblin Wizard
When Goblin Hedge Wizard enters the battlefield, it deals 1 damage to up to one target creature and 1 damage to you.
Rundvelt goblins can barely comprehend or use magic, but that doesn't stop them from trying.
 C 
Instant
Destroy target enchantment.
"These vile hexes and curses have no sway over the hearts of the faithful."
-- Barrian, Bishop of the Holy Nimbus
 C 
Creature – Zombie Goblin
When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn.
In life, it was a fetid, disease-ridden thing. In death, not much changed.
1/1
 C 
Instant
Destroy target artifact or enchantment.
"Suffer no impurity. Allow no spell or invention to disturb these sacred grounds."
-- Llanowar runes, transcribed from elvish
 C 
Creature – Merfolk Wizard
When Merfolk Scholar enters the battlefield, you may draw a card. If you do, discard a card.
1/1
 C 
Enchantment Creature – Spirit
Reach (This creature can block creatures with flying.)
"Arise, spirits of Gaea! Defend your home!"
3/4
 C 
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. Then, shuffle your library.
Draw a card.
 C 
Creature – Wurm
{g}: Craw Wurm gains trample until end of turn. (While attacking, it can deal excess damage to defending player.)
The most terrifying thing about the Craw Wurm is the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.
6/4
 C 
Enchantment – Aura
Enchant creature (Choose a creature when you cast this. This enters the battlefield enchanting that creature.)
Enchanted creature gets +2/+2 and has trample.
+2/+2

Royal Assassin (rare)
Goblin Raider (uncommon)
Sedge Troll (uncommon)
Giant's Hammer (uncommon)
*Smelt (common)
*Elvish Mystic (common)
Goblin Hedge Wizard (common)
Exorcize (common)
*Shambling Goblin (common)
*Naturalize (common)
Merfolk Scholar (common)
Spirit of the Woods (common)
Creeping Growth (common)
Craw Wurm (common)
Primal Might (common)