Magic R: Virtual Booster
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| Mechanics |
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.
You could alternatively have 15 random cards regardless of rarity.
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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
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Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add to your mana pool. Spend this mana only to cast a green spell, activate an ability of a green permanent, or pay a cost that contains . |
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 ( : Attach this to target creature you control. Equip only as a sorcery.)+4/+4
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Other zombie creatures you control get +1/+1.
![]() , sacrifice Zombie Master: Return target Zombie card from your graveyard to the battlefield.Through an infernal contract with dread Marit Lage, he has become the pinnacle of his dark craft.
2/2
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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
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When Merfolk Scholar enters the battlefield, you may draw a card. If you do, discard a card.
1/1
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Destroy target enchantment.
"These vile hexes and curses have no sway over the hearts of the faithful."
-- Barrian, Bishop of the Holy Nimbus |
*Shock deals 2 damage to target creature or player.
Beneath the mountains of Hurloon lie vast chasms of molten lava. They occasionally burst to the surface in deadly explosions.
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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.
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Destroy target artifact or enchantment.
"Suffer no impurity. Allow no spell or invention to disturb these sacred grounds."
-- Llanowar runes, transcribed from elvish |
: 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
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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
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Reach (This creature can block creatures with flying.)
"Arise, spirits of Gaea! Defend your home!"
3/4
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Search your library for a basic land card and put it onto the battlefield tapped. Then, shuffle your library.
Draw a card. |
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
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Primal Might
(common, foil)
Mox Emerald
(rare)
Giant's Hammer
(uncommon)
Zombie Master
(uncommon)
Goblin Raider
(uncommon)
Merfolk Scholar
(common)
Exorcize
(common)
*Shock
(common)
Goblin Hedge Wizard
(common)
*Naturalize
(common)
Craw Wurm
(common)
*Shambling Goblin
(common)
Spirit of the Woods
(common)
Creeping Growth
(common)
Primal Might
(common)

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