Shattered Kingdom: Virtual Booster
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| Mechanics | Skeleton |
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.
You could alternatively have 15 random cards regardless of rarity.
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Whenever another artifact creature enters the battlefield under your control you may put a +1/+1 counter on target creature.
Remove all +1/+1 counters from creatures you control: Choose 1 •Gain X life, where X is the amount of +1/+1 counters removed this way • Target player loses X life, where X is the amount of +1/+1 counters removed this way. |
Equipped creature gets +2/+0 and can only be blocked by artifact creatures.
Equip ![]() Those who cannot enter the Second World have a glaring weakness.
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Each player loses 3 life. Then, if any player that lost life this way has more life than you creatures you control get +2/+0 until end of turn.
There's no need to be fair when evening the odds.
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Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Rageshell Warrior. You may cast that creature for
more for the remainder of the game.)
If Rageshell Warrior's wildmight exiles a red or green creature Rageshell Warrior gains trample & haste until end of turn. 2/2
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As an additional cost to cast Scars of Madness pay 3 life.
Put two +1/+1 counters on target creature you control. |
: Target creature gets +0/+2 until end of turn. Activate this ability only during a player's main phase.Elephants of the Second World can produce expected results if they're trained. Results can trained if they're loved.
3/2
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Defender
Ashber's body guards tie their loyalty to their shields. Should either break, their life will end.
3/5
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Return target creature to its owner's hand. If a creature was returned to your hand this way, each opponent loses 2 life.
Try and outwit Tariquih. Even Nadam herself has failed at such a feat.
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Artifact creatures you don't control get -5/-0 until end of turn.
"Men will fail because they were not born to succeed."
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Warning (As you cast this spell any player may pay 2 life. If they do, exile this spell. At the beginning of your next upkeep put this creature onto the battlefield.)
When Warith Initiate enters the battlefield, Warith Initiate deals 3 damage to each player if you have no cards in your hand. 3/2
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Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Conjurer's Conscript. You may cast that creature for
more for the remainder of the game.)
If an artifact creature was exiled by Conjurer's Conscript's wildmight put an additional +1/+1 counter on Conjurer's Conscript. 2/1
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: Exile the top card of target player's library. Add to your mana pool.
, sacrifice Peculiar Resources: Add ![]() ![]() to your mana pool. Activate this ability only if you own 7 or more cards in exile. |
Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Newborn Manticore. You may cast that creature for
more for the remainder of the game).
Whenever Newborn Manticore's wildmight exiles a creature card with a power of 2 or less, creatures with a power of 2 or less can't block Newborn Manticore until end of turn. 2/1
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Warning (As you cast this spell any player may pay 2 life. If they do, exile. At the beginning of your next upkeep put this creature onto the battlefield).
Flying, deathtouch 2/1
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Secret Container
(rare)
Digital Yataghan
(uncommon)
Underdog's Rush
(uncommon)
Rageshell Warrior
(uncommon)
Scars of Madness
(common)
Tusked Support
(common)
Royal Defender
(common)
Djinn's Trickery
(common)
Blundering Confusion
(common)
Warith Initiate
(common)
Conjurer's Conscript
(common)
Peculiar Resources
(common)
Newborn Manticore
(common)
Foul-Fume Efreet
(common)
Island
(basic)



: Target creature gets +0/+2 until end of turn. Activate this ability only during a player's main phase.
to your mana pool.