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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Flying, Vigilance
You may pair Arch Concervator with an unpaired artifact when either enters the battlefield. They remain paired as long as both are on the battlefield. As long as Arch Concervator is paired with an artifact, neither permanent's abilities may be activated. 5/5
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Return a creature from your graveyard to the battlefield, then tap it unless you control a Mountain. That creature gains haste until end of turn, and is a black Zombie in addition to its other types.
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Kicker – Deal 3 damage to target creature or player.
If you paid the kicker cost, Phyrexian Torchgunner enters the battlefield with two -1/-1 counters on it. 5/5
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Defender
, : Deal 1 damage to each creature with a converted mana cost of X. Those creatures cannot attack this turn."Lower! Lower! Aim for the docks!"
-Ramireze DePietro 4/4
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Enchant Creature
When enchanted creature deals damage to a player, look at the top three cards of your library, put one in your hand, put the rest back in any order, then sacrifice Curio Curse. Enchanted creature must attack if able. |
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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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Protection from enchantments
, Discard Anti-Aura Acolyte: Target creature gains protection from enchantments until end of turn.2/2
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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. |
Discard a card at random from your hand: Rat Nest Ogre can't block this turn. Any player may play this ability.
"Been living with the rats too long. Can no longer see. Rats don't mind, though. Just give me their eyes."
4/1
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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. |
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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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Enchant Land
Enchanted Land is a Swamp and Mountain. Whenever enchanted land becomes tapped, that land deals two damage to its controller. |
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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Flying
Sacrifice a land: Return Shade of Prey to its owner's hand. : Shade of Prey gets +1/+1 until end of turn.2/1
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Arch Concervator
(rare)
Graveburst
(uncommon)
Phyrexian Torchgunner
(uncommon)
Scalawag Support Team
(uncommon)
Curio Curse
(common)
Krimson Kount
(common)
Anti-Aura Acolyte
(common)
Learned Response
(common)
Rat Nest Ogre
(common)
Cho-Arrim Augury
(common)
Coast Guarder
(common)
Steaming Sink Pits
(common)
Walking Nightmuse
(common)
Shade of Prey
(common)
Swamp
(basic)




,
: Deal 1 damage to each creature with a converted mana cost of X. Those creatures cannot attack this turn.



