Code Geass archive: Virtual Booster
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| Mechanics |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Whenever subjugated creature attacks or blocks, put two 1/1 white Soldier creature tokens onto the battlefield. 2/1
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Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, create a 1/1 red Rebel creature token.
3/1
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Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature gets -1/-1. 2/2
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When Canny Major enters the battlefield, predict. (Choose a colour and a number.)
Whenever an opponent casts a spell with the predicted colour and converted mana cost, target creature you control gains protection from the predicted colour until end of turn. 2/2
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Loyalty (Whenever another creature you control would die, you may sacrifice this creature instead.)
1/1
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Conquer — Whenever a permanent an opponent controls leaves the battlefield, that player loses 1 life.
2/1
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Set in Motion (
: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Forest or an Island, untap target creature and it gets +1/+1 until end of turn. |
Squad (When you cast this, you may search your library for any number of cards named Glasgow RP-11 and put them into your hand. Then shuffle your library.)
Equip nonequipped creature
Equipped creature gets +1/+1. Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.) |
Reign (As you cast this, you may put a -1/-1 counter on a creature you control. If you do, gain 2 life.)
As long as you control a creature with a -1/-1 counter on it, Britannian Occupiers has vigilance. 2/4
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Subversive Infiltrator can't be blocked by creatures with greater power.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, each player puts the top five cards of his or her library into his or her graveyard. 1/1
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Revolution — Whenever another Rebel enters the battlefield under your control, target creature can't block this turn.
2/2
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Retribution 1 (This creature enters the battlefield with a +1/+1 counter on it if you were dealt damage since your last end step.)
1/3
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Menace
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, untap Mob of Elevens. 3/3
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Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, add
![]() to your mana pool.2/2
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Flying
Entitlement 2 (When Bloodthirsty Skyknight enters the battlefield, you may exile a permanent you control until Bloodthirsty Skyknight leaves the battlefield. If you do, put two +1/+1 counters on Bloodthirsty Skyknight.) 2/2
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Prison Warden
(rare)
Rebel Recruiter
(uncommon)
Cruel Viceroy
(uncommon)
Canny Major
(uncommon)
Devoted Soldiers
(common)
Vicious Imperialist
(common)
Plan for Readiness
(common)
Glasgow RP-11
(common)
Britannian Occupiers
(common)
Subversive Infiltrator
(common)
Insurgent Pathfinder
(common)
Regiment Initiate
(common)
Mob of Elevens
(common)
Firebrand Revolutionary
(common)
Bloodthirsty Skyknight
(common)



