Mashup: the Gathering Workbench: Virtual Booster
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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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Trample
Whenever a creature you control is the target of a spell or ability, regenerate it. Death comes for everyone. Some more than others.
3/3
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At the beginning of each opponent's upkeep, gain X life and exile up to X cards from that player's graveyard, where X is the number of cards in his or her hand minus 4.
Won't you come into my room? I want to show you all my wares.
3/3
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, : Add ![]() to your mana pool.
Level Up ![]()
If Sapling Grove has 3 level counters, it becomes a 3/3 green Treefolk with trample and "Remove a level counter from Sapling Grove: Sapling Grove gets +2/+2 until end of turn." (It's still a land.) |
, Sacrifice Dawnfield Puredeer: If a source would deal damage to you or a creature you control this turn, prevent 1 of that damage.
![]() , Sacrifice Dawnfield Puredeer: If a source would deal damage to you or a creature you control this turn, prevent 2 of that damage.2/2
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Creatures can't block Walking Nightmuse unless their controller discards a card for each creature he or she controls that's blocking Walking Nightmuse.
4/2
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When you cast Creative Eyry,
cannot be greater than the number of flying creatures you control.
Draw X cards. |
Whenever you cast a Kobold, put a Destiny counter on Krimson Kount.
Remove a Destiny counter from Krimson Kount: Krimson Kount becomes a 3/4 Kobold Warrior Spirit until end of turn. 0/1
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You may pay 1 life and exile a blue card from your hand rather than pay Learned Response mana cost.
Counter target non-creature spell. |
When Pull of Pyromancy enters the battlefield, put a 3/3 Red Elemental creature token onto the battlefield.
At the beginning of each player's upkeep, Pull of Pyromancy deals 1 damage to that player, unless he or she controls an Elemental. |
Protection from enchantments
, Discard Anti-Aura Acolyte: Target creature gains protection from enchantments until end of turn.2/2
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As an additional cost to cast Explosive Shoots, sacrifice a land.
Search through your library for a basic land, put it onto the battlefield, then shuffle your library. Each player gains 1 life for each basic land type they control, then Explosive Shoots deals 3 damage to each player. |
If an opponent controls a Swamp, and you control a Plains, you may cast Cho-Arrim Augury without paying its mana cost.
Draw a card, then put a card from your hand on top of your library. Then look at the top four cards of your library and put them back in any order. |
Tap an untapped creature you control, or lose 1 life: Put a devotion counter on Necrospawn Liege.
Remove five devotion counters from Necrospawn Liege: Draw a card. 3/3
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Flying
Whenever an opponent casts a creature spell, put a +1/+1 counter on Coast Guarder. 2/1
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Neverwrong Council
(rare)
Creakwood Maiden
(uncommon)
Sapling Grove
(uncommon)
Dawnfield Puredeer
(uncommon)
Walking Nightmuse
(common)
Creative Eyry
(common)
Krimson Kount
(common)
Learned Response
(common)
Pull of Pyromancy
(common)
Anti-Aura Acolyte
(common)
Explosive Shoots
(common)
Cho-Arrim Augury
(common)
Necrospawn Liege
(common)
Coast Guarder
(common)
Swamp
(basic)

,
: Add
to your mana pool.

