Code Geass archive: Virtual Booster
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Mechanics |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
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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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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Purity — Whenever Elite Squadman attacks, if no non-Soldier creatures are attacking, Elite Squadman gains lifelink until end of turn.
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 can't block. 2/1
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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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Promotion (When this creature enters the battlefield, return a creature you control to its owner's hand or pay .)
Flying When Sky Marshal enters the battlefield, gain 3 life. 3/3
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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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Target opponent chooses one —
• You sacrifice a creature. Aggressive Gambit deals 4 damage divided as you choose among one or two target creatures of your choice. • Aggressive Gambit deals 3 damage to target creature of your choice. |
Revolution — Whenever another Rebel enters the battlefield under your control, target creature can't block this turn.
2/2
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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 Swamp or a Forest, regenerate target creature you control and draw a card. |
Conquer — Whenever a permanent an opponent controls leaves the battlefield, that player loses 1 life.
2/1
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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.) |
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.)
When target attacking creature deals combat damage to a player this turn, draw three cards then discard a card. |
Sabotage creatures — Whenever a creature enters the battlefield under your opponent's control, you may reveal Black Knight Informant from your hand and pay . If you do, cast it without paying its mana cost.
3/2
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When Disruptive Task Force enters the battlefield, predict. (Choose a colour and a number.)
, Sacrifice Disruptive Task Force: Counter target spell with the predicted colour and converted mana cost. 1/1
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Prison Warden
(rare)
Subversive Infiltrator
(common)
Elite Squadman
(none)
Spiteful Warden
(common)
Mob of Elevens
(common)
Sky Marshal
(uncommon)
Britannian Occupiers
(common)
Aggressive Gambit
(uncommon)
Insurgent Pathfinder
(common)
Plan for Survival
(none)
Vicious Imperialist
(common)
Glasgow RP-11
(common)
Plan for Infiltration
(none)
Black Knight Informant
(common)
Disruptive Task Force
(common)