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. |
Defender (This creature can't attack.)
Whenever Wall of Frost blocks a creature, that creature doesn't untap during its controller's next untap step. 0/7
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The first time a creature dies each turn, you gain ¤¤.
¤¤: Target creature gets -2/-2 until end of turn. ¤¤¤¤, sacrifice Sawbones Cellar: Create two 2/2 black Zombie creature tokens. "Half price if you're willing to donate your body to science!"-Wirt, Goblin Surgeon
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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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Skulk
When Memory Thief deals damage to a player, you may draw a card. 2/2
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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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When Hellrazer dies, target creature or player takes 1 damage.
"Light them on fire! Light me on fire! Light everything on fire!"-Varto, Kejari Bomber
2/1
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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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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.)
: Scrap Speeder gains Menace until end of turn.A roaring panther of rust and recklessness.
5/2
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Exile the top two cards of your library. Until end of turn you may play those cards.
Dokur's magic was always a little flighty, like trying to light a bomb in the rain.
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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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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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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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The Blood Bazaar
(mythic)
Wall of Frost
(uncommon)
Sawbones Cellar
(uncommon)
Grudge Keeper
(uncommon)
Memory Thief
(common)
Caught in the Brights
(common)
Hellrazer
(common)
Kreen Speaker
(common)
Scrap Speeder
(common)
Spell Burst
(common)
Sandwave
(common)
Smack Down
(common)
Shield Guards
(common)
Backalley Alchemists
(common)
Forest
(basic)


: Destroy target creature.

