Titanica: 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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At the beginning of your upkeep, you get ¤¤.
¤¤: Target creature gets -2/-2 until end of turn. ¤¤¤¤: Each opponent loses 3 life and you gain that much life. ¤¤¤¤¤¤, : Destroy target creature. |
When Sunhall Seeker enters the battlefield, you gain ¤¤.
When Sunhall Seeker attacks, you may pay any amount of ¤. Creatures you control get +1/+1 for each ¤ spent this way. Sunhall seekers seek forgotten harvest gods to help Raregrove flourish.
2/2
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Whenever a creature you control deals combat damage, you gain ¤¤.
¤¤: Fuel ¤¤¤¤, sacrifice Ephemeral Armory: Distribute four +1/+1 counters among creatures you control. It wasn't there yesterday, and won't be there tomorrow.
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Haste
As an additional cost to cast Grudge Keeper, discard a card. Synthesized from a pound of ones own flesh and memories of a longtime grudge, wizards create these creatures to find peace and attain guilt-free vengeance through the creature.
2/2
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When Dungeon Merchant enters the battlefield, you gain ¤¤.
¤¤: Target creature gets +3\+3 until end of turn. ¤¤, sacrifice Dungeon Merchant: Fuel (Create a colorless artifact token named Etherium Cell with "T, Sacrifice this artifact: Add one mana of any color to your mana pool.") It's dangerous to go alone!
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Enchant creature
Enchanted creature can't attack or block. When a Vehicle you control attacks, exile enchanted creature. Adventurers can come up with the damnedest plans to kill ya.
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Crew 1 (Tap any number of untapped creatures you control with total power 1 or greater: This permanent becomes an artifact creature until end of turn.)
: Sand-Sail gains Lifelink until end of turn.Despite popular belief, Thri-Kreen feel the warmth of the sun and the whip of wind. And they love it.
3/3
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When Kreen Mound enters the battlefield, you gain 3 life.
The Kreen once had to rely on ancient crystals to fend off wurms, but have now allowed their clutches to colonize new mounds since the curse of wurms was lifted.
0/4
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Defender
Creatures you control get +0/+1. When things get out of hand with pirates or criminals, the Shield Guards of the Military Police are there.
2/2
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When Backalley Alchemists enters the battlefield, you gain ¤¤.
¤¤: Each opponent loses 1 life and you gain that much life. ¤¤, sacrifice Backalley Alchemists: Target creature gets -2/-2 until end of turn. It's what ails ya.
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Target creature you control gets +2/+0 until end of turn and deals damage equal to its power to target creature you don't control.
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Each opponent may tap a land they control. Those lands do not untap on their controllers next untap steps.
You gain ![]() for each opponent who does not untap a land.The easy way or the hard way, these are the two options pirates offer.
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When Kreen Speaker enters the battlefield, Ally's you control get +1/+1 and First Strike until end of turn.
"Fleshy ones think very loudly. Here, I'll tune you all in."-Zik'ch, Kreen Speaker
2/2
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When Fireworks Cart enters the battlefield, you gain ¤¤.
¤¤: Deal 1 damage to target creature. ¤¤, sacrifice Fireworks Cart: Create a 1\1 red Kobold creature token. "My bombs! My cart!"-Nik, Kobold Bombsmith
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The Blood Bazaar
(mythic)
Sunhall Seeker
(uncommon)
Ephemeral Armory
(uncommon)
Grudge Keeper
(uncommon)
Dungeon Merchant
(common)
Caught in the Brights
(common)
Sand-Sail
(common)
Kreen Mound
(common)
Shield Guards
(common)
Backalley Alchemists
(common)
Smack Down
(common)
Silo Raid
(common)
Kreen Speaker
(common)
Fireworks Cart
(common)
Swamp
(basic)


: Destroy target creature.


