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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Each player exiles cards from the top of their library until they exile a nonland card whose converted mana cost is less than this spell's converted mana cost. They may cast that card without paying its mana cost. Then put all cards exiled this way that weren't cast on the bottom of their owners libraries in a random order.
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First Strike
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at end of combat.) 4/3
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Return each creature that dealt damage this turn to its owner's hand.
The Last Dragon shall brook no destruction of his great city.
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When Lawkeeper Sergeant blocks a creature, target attacking creature takes 2 damage.
The lowly sword and shield can be an elegant combination when used well.
3/4
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Skulk
When Memory Thief deals damage to a player, you may draw a card. 2/2
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Shock deals 2 damage to target creature or player.
"Like fireworks, baby!"-Skitchk Vitterhak, Deal Warlock
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Destroy target artifact or enchantment.
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Crew 2 (Tap any number of untapped creatures you control with total power 2 or greater: This permanent becomes an artifact creature until end of turn.)
: Forest Crasher gains Trample until end of turnThey don't need roads where they're going!
6/5
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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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Lifelink
When Sunhall Acolyte enters the battlefield, each other Ally you control gets Lifelink until end of turn. "May the vines grow long and the trees bear fruit, in the rare grove of the desert where come we all."-Hymn of Grapes
1/2
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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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Prevent all damage that would be dealt this turn.
The Thri-Kreen can't predict if they'll lose a battle, but they know to plan around an escape anyways.
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When Chaos Mage enters the battlefield, each player exiles the top card of their library. Those cards have Flash and their owners can play them until end of turn.
Rakso never did work out how to keep his magical power to himself.
2/2
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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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Wild Magic
(rare)
Elder Clutch
(uncommon)
Restore the Peace
(uncommon)
Lawkeeper Sergeant
(uncommon)
Memory Thief
(common)
Shock
(common)
Disenchant
(common)
Forest Crasher
(common)
Backalley Alchemists
(common)
Sunhall Acolyte
(common)
Smack Down
(common)
Sandwave
(common)
Chaos Mage
(common)
Kreen Mound
(common)
Mountain
(basic)





: Forest Crasher gains Trample until end of turn