Mechanics Playground: Virtual Booster

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Mechanics | Set Ideas
Printable
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.
 R 
Creature – Elemental
Trample
When Ball Blightning deals combat damage to a player, sacrifice Ball Blightning. If you do, that player discards two cards.
4/1
 U 
Creature – Horror
When Blood Sac enters the battlefield, you lose 2 life.
Lifelink
2/2
 U 
Creature – Basilisk
Reflect (Whenever a spell is cast, this becomes that spell's color/s.)
Damage Mimic Basilisk deals to creatures that share a color with it is dealt as if this has deathtouch.
2/2
 U 
Creature – Elk
You can't cast Territorial Elk unless you control at least three Forests.
3/3
 C 
Creature – Human Wizard
When Cloak-Caster enters the battlefield, you may turn a nontoken permanent you control face down. (It's a 2/2 creature.)
(Tag: Disguise {0})
2/1
 C 
Artifact Creature – Myr
When Signal Myr enters the battlefield, you may search your library for any number of cards named Signal Myr, shuffle your library and put those cards on top of it.
2/1
 C 
Sorcery
Exile target creature. As long as it's exiled, it gains "This card can be cast from exile."
 C 
Creature – Goblin Berserker
Mania (When this enters the battlefield, you gain mania. You have mania until you end a turn without casting a spell.)
As long as you have mania, Manic Charger gets +2/+2.
1/1
 C 
Sorcery
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, instead destroy that creature.
 C 
Creature – Shark Ox
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.)
4/2
 C 
Creature – Merfolk Soldier
Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/1
 C 
Creature – Human Wizard
{t}: Look at the top card of your library. You may put that card into your library third from the top.
1/1
 C 
Sorcery
Choose a card type other than land. Target opponent reveals his or her hand and you choose a card of the chosen type from it. That player discards that card.
 C 
Instant
Target creature gets +2/+2 until end of turn. If it has no abilities, it instead gets +3/+3 and gains trample until end of turn.
Plains
 
 B 
Basic Land – Plains

Ball Blightning (rare)
Blood Sac (uncommon)
Mimic Basilisk (uncommon)
Territorial Elk (uncommon)
Cloak-Caster (common)
Signal Myr (common)
Encase in Carbonite (common)
Manic Charger (common)
Soulbomb (common)
Simic Hammerhead (common)
Merfolk Vanguard (common)
Sensei's Apprentice (common)
Interrogation (common)
Brute Force (common)
Plains (basic)