Mechanics Playground: Virtual Booster
| Mechanics Playground: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Set Ideas |
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.
|
Creatures with power equal to their toughness get +2/+2, have Flying, and are Angels in addition to their other types.
|
Whenever a creature you control is dealt damage, untap it.
|
Flying
Lonely Dragon can only attack or block alone. 4/4
|
: Add .
When a land enters the battlefield under your control, sacrifice Continental Edge. If you do, search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library. |
Magma Overcharge deals 1 damage to target creature or player. If all your lands are tapped, instead Magma Overcharge deals 3 damage to that creature or player.
|
|
Create a 1/1 blue bird creature token with flying.
Choose a creature. That creature gains hexproof and indestructible until end of turn.
|
Splice
![]() (As you cast a spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)
Draw a card. |
Hunter (As this enters the battlefield, choose a creature. It's the prey of creatures you control with Hunter until it leaves the battlefield or you choose new prey.)
When Xhomo Hunting Party's prey dies, you gain 5 life. 4/4
|
Mutate (As you cast this creature, you may return a creature you control with lower power or toughness to its owner's hand. If you do, this gains haste.)
Simic Snapjaw enters the battlefield with a +1/+1 counter on it if it was mutated. 1/3
|
Draw a card, then Cache the top card of your library. (Exile the card into your cache. If you would draw a card, you may put a cached card into your hand instead.)
|
|
Catalyze (You may exile a card in your hand as you cast this. If you do, draw a card.)
Target creature gets +2/+2 until end of turn. If a creature card was exiled, it gets +3/+3 instead. |
Any number of target players each discard a card.
|
When Curfew Guard enters the battlefield, interrogate an opponent. (That player reveals a hidden card in his or her hand until it leaves their hand. It can't be played on their next turn.)
Whenever an opponent plays a revealed card, you may gain 2 life. 3/3
|
Enchant land you don't control
Whenever enchanted land becomes untapped, put a 1/1 green Squirrel creature token onto the battlefield. |
|
Purity of Form
(mythic)
Awareness Serum
(uncommon)
Lonely Dragon
(uncommon)
Continental Edge
(uncommon)
Magma Overcharge
(common)
Duck // Cover
(common)
Discernment
(common)
Xhomo Hunting Party
(common)
Simic Snapjaw
(common)
Brain Storage
(common)
Biospike
(common)
Prepare the Grave
(common)
Curfew Guard
(common)
Squirrel Infestation
(common)
Forest
(basic)



: Add
.

