Mechanics Playground: Virtual Booster

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Mechanics | Set Ideas
Printable
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
 C 
Enchantment – Ward
Ward creature (You may pair this with exactly one creature when either enters the battlefield. They remain paired as long as they're both on the battlefield.)
Warded creature gets +2/+2 and has menace.
 U 
Creature – Faerie
Train {1}{w} ({1}{w}: Put a +1/+1 counter on this. This ability costs {2} more for each +1/+1 counter on it. Train only as a sorcery.)
Whenever you train Jigglypuff, tap target creature an opponent controls. It doesn't untap during its controller's next untap step.
1/1
 U 
Instant
Counter target spell. That spell's controller may cast a spell with equal or less converted mana cost without paying its mana cost.
 R 
Creature – Human Wizard
{t}: Add {r}{r} to your mana pool. Spend this mana only to cast spells with names related to fire, lightning, or lava.
"Pheres-band Thunderhoof?" "Eh, fine."
1/1
 U 
Creature – Elk
You can't cast Territorial Elk unless you control at least three Forests.
3/3
{1}{r}
 
 U 
Sorcery
Tap target creature and gain control of it until end of turn.
Draw a card.
 C 
Creature – Human Wizard
When Precog Responders 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.)
2/2
 C 
Sorcery
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.)
Draw a card.
 C 
Sorcery
Reveal cards from the top of your library until you reveal a land card. Put that card onto the battlefield tapped and the rest on the bottom of your library in a random order.
 M 
Legendary Creature – Human Lord
Whenever a land enters the battlefield under an opponent's control, until the end of your next turn, you may activate its mana abilities and its owner can't.
2/3
 U 
Creature – Sphinx
When Palette Sphinx enters the battlefield, choose a color. Target player reveals his or her hand, discards all cards of that color, and draws that many cards.
Flying
4/4
 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.
 U 
Creature – Minotaur Monk
When Zedruu's Missionaries enters the battlefield, target opponent gains control of it.
At the beginning of Zedruu's Missionaries's owner's upkeep, that player may draw a card.
3/3
 C 
Instant
Target creature gets +1/+1 until end of turn for each mana in your mana pool.

Coyote Totem (common)
Jigglypuff (uncommon)
Wealdstone Guildmage (none)
Spellshift (uncommon)
Arson Sensei (rare)
Territorial Elk (uncommon)
Seduce (uncommon)
Precog Responders (common)
Inspection (common)
Scout Ahead (common)
Elbek Khan (mythic)
Palette Sphinx (uncommon)
Brute Force (common)
Zedruu's Missionaries (uncommon)
Pulse of Strength (common)