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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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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At the beginning of your upkeep, you get ¤¤.
¤¤: Scry 3 ¤¤¤¤: Tap or untap target permanent ¤¤¤¤¤¤, : Draw three cards"Unchained thoughts, unchained happiness, and unchained progress. Upon these shall my city be constructed..."-Groundbreaking ceremony, Kryokos, 1247
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Lifelink
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.) 3/3
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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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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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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 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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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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Enchant creature.
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.) Skilled Kreen use their secondary arms to quad-wield. Master Kreen only pretend to do so.
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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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Enchant creature.
Whenever enchanted creature attacks, you gain 3 life. Whenever enchanted creature deals damage to a player, add to your mana pool.The presentation and preparation of food does quite a bit to reduce consumption.
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When Medical Tent enters the battlefield, you gain ¤¤.
¤¤: Flicker target creature. ¤¤, sacrifice Medical Tent: Medicate (Create a colorless Potion artifact token with " , Sacrifice this artifact: Regenerate target creature.")"Adventurers pay extra to cover local emergencies. Thank you for your help!"- Mina's Meds
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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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First Strike
It is generally assumed that Thri-Kreen and Thor-Kreen are civilians and warriors, respectively. In reality, "Thri-" refers to a generalist, and "Thor-" to a mutant specialist.
2/2
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Sunhall Seeker
(uncommon, foil)
Library of Academia
(mythic)
Roving Vampires
(uncommon)
Restore the Peace
(uncommon)
Wall of Frost
(uncommon)
Sandwave
(common)
Dungeon Merchant
(common)
Sand-Sail
(common)
Battle Mastery
(common)
Spell Burst
(common)
Feasting Instincts
(common)
Medical Tent
(common)
Fireworks Cart
(common)
Thri-Kreen Gythkist
(common)
Island
(basic)

: Draw three cards

