Assemblage: 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.
 C 
Creature – Spirit Shaman
Whenever you cast an enchantment spell, you may pay {w}. If you do, you gain 2 life.
Whenever you cast an enchantment spell, you may pay {b}. If you do, each opponent loses 2 life.
2/2
 
 R 
Creature – Beast
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
5/6
 U 
Creature – Sphinx
Suspend 2—{1}{w}{u} (Rather than cast this card from your hand, you may pay {1}{w}{u} and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost. It has haste.)
Defender, flying
No more than one creature can attack each combat.
0/1
 U 
Creature – Ooze
Adapt, adapt, adapt (At the beginning of each end step, if Mirror Ooze took damage this turn, put three +1/+1 counters on it.)
1/4
 U 
Creature – Elf Druid
Morbid – At the beginning of your postcombat main phase, if a creature died this turn, add {g}{g} to your mana pool.
2/2
 C 
Creature – Bear
Trample
{1}{g}, Put two -1/-1 counters on Sleuth of Bears: Put a 2/2 green Bear creature token onto the battlefield.
8/8
 C 
Creature – Bird
Flying
Vanishing 3 (This permanent enters the battlefield with three time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Whenever a time counter is removed from Zephyr Crow, another target creature gains flying until end of turn.
3/2
 C 
Enchantment – Aura
Enchant creature
If you control enchanted creature, enchanted creature gets +2/+2.
If you don’t control enchanted creature, enchanted creature gets -2/-2.
{3}{u}{u}
 
 C 
Creature – Drake
Flying
When Hydrake enters the battlefield, bounce target nonland permanent. (To bounce a permanent, return it to its owner’s hand.)
2/3
 C 
Land
Jungle Hollow enters the battlefield tapped.
When Jungle Hollow enters the battlefield, you gain 1 life.
{t}: Add {b} or {g} to your mana pool.
 C 
Creature – Lizard Wizard
{3}{u}: Creatures you control gain flying until end of turn.
{3}{r}: Creatures you control gain haste until end of turn.
2/2
 C 
Creature – Angel
Flying, vigilance
You may play Plainsoul Angelic during your main phase as your land for that turn. If you do, it loses all abilities and enters the battlefield tapped as a colorless Plains land.
4/4
 C 
Sorcery
Target creature gains “Whenever this creature attacks, put a 3/3 green Beast creature token onto the battlefield tapped and attacking.” until end of turn.
 C 
Instant
Target creature you control deals damage equal to its power to target creature you don’t control.
Island
 
 B 
Basic Land – Island

Enchantress Guildmage (common, foil)
Traceless Behemoth (rare)
Host of Peace (uncommon)
Mirror Ooze (uncommon)
Essence Scavenger (uncommon)
Sleuth of Bears (common)
Zephyr Crow (common)
Corruption Drain (common)
Hydrake (common)
Jungle Hollow (common)
Mizzix's Student (common)
Plainsoul Angelic (common)
Personal Stampede (common)
Tail Slash (common)
Island (basic)