Archenemy Schemes: Virtual Booster
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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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On the turn you set this scheme into motion, you may activate any number of Planeswalkers you control two additional times this turn.
At the beginning of your next end of turn step, if you do not control a Planeswalker, draw two cards. |
When you set this scheme in motion, look at the top four cards of each library and put them back in any order. Until your next turn, other players can't search or shuffle libraries, and can't reveal or look at cards in libraries.
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No more uncommons
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No more uncommons
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No more uncommons
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Whenever an opponent casts a spell, that player loses 3 life.
At the beginning of the end step, if four or more spells were cast this turn, abandon this scheme. |
Any player may be attacked.
The next player to remove another from the game shares victory with you. Cancel this scheme at the end of a turn you take damage in. Dance, dance for me, my puppets!
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When you set this scheme into motion, you may pay any amount of life. If you do, exile that many cards from the top of your library and set them aside face down. Put those card into your hand at the beginning of your next end step.
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When you set this scheme in motion, destroy all nonland permanents target opponent controls.
"I'd call that a successful first test. Golem! Rearm the Doom Citadel!"
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(An ongoing scheme remains face up until it's abandoned.)
At the beginning of each opponent's upkeep, that player must tap one third of their permanents, rounded up. At the beginning of each end step, if you were attacked by three or more creatures, abandon this scheme. |
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When you set this scheme in motion, add five mana in any combination of colours to your mana pool.
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Choose an opponent. That player chooses another player to roll a six-sided die. If that player rolls a:
1-2 Deal seven damage to that player. 3-4 Gain control of one of that player's permanents. 5-6 That player discards four cards, then draws one. |
When you set this scheme in motion, target opponent chooses self or others. If that player chooses self, he or she sacrifices two lands. If the player chooses others, each of your other opponents sacrifices a land.
"This should halt the spread of your insolence."
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When you set this scheme in motion, put seven 0/1 green Plant creature tokens onto the battlefield. If you control ten or more lands, put seven 3/3 green Elemental creature tokens onto the battlefield instead.
“The plants justify the means.”
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(An ongoing scheme remains face up until it's abandoned.) When you set this scheme in motion, choose an opponent.
Permanents the chosen player controls don't untap during his or her untap step. When the chosen player is attacked or becomes the target of a spell or ability, abandon this scheme. |
Oh, no. I Insist. After You...
(common, foil)
Behold My Superior Plans
(rare)
Your Feeble Struggles Are For Naught
(common)
Divide and Conquer
(common)
A Song of Death and Ice
(common)
Behold the Power of Destruction
(common)
Ooh. You Don't Look So Good.
(common)
Power From The Aether
(common)
Let's Make Things Interesting
(common)
May Civilization Collapse
(common)
Evil Comes to Fruition
(common)
Imprison This Insolent Wretch
(common)