Verdia: Virtual Booster
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This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Other creatures you control get +1/+1
When Hallowmoss Knight is put into a graveyard from anywhere you may remove it from the game. If you do, draw a card. 3/3
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0: If target creature is green, put a maggot counter on it and regenerate Maggothide Troll. That creature becomes black permanently.
3/3
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![]() : Seiche Lancer is unblockable this turn.At end of turn, if you control no untapped Islands, return Seiche Lancer to its owner's hand. 4/3
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Choose two target creatures. They become X/X until end of turn, where X is one quarter of their combined power and toughness, rounded down.
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Flash, dowse (You may play this spell any time you could play an instant. Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)Flying 3/2
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Trample
Sacrifice a land: Rockshaker Nomad gets -3/-0 until end of turn. Any player may play this ability. 6/5
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Whenever fortified land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
Fortify ( : Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.) |
Up to two target creatures lose flying and get +1/+1 until end of turn.
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Target creature gets +4/+0 until end of turn. Visceral Fires deals 4 damage to you.
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As an additional cost to play Crumbling Wits, sacrifice a land.
Target player discards two cards. |
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Flying
When Moonfeather Gull is put into a graveyard from play, return target Island to its owner's hand. 1/1
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Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)Search your library for a basic land card and put it into play. Then shuffle your library. |
Forestwalk
Whenever Taiga Gorestalker attacks and isn't blocked, it gets +1/+1 until end of turn. 3/3
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Remove target creature that blocked this turn from the game.
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Flying
Whenever you play a land, Brightwing Cleric gains vigilance until end of turn. 3/2
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Hallowmoss Knight
(rare)
Maggothide Troll
(uncommon)
Seiche Lancer
(uncommon)
Shared Transmutation
(uncommon)
Guiding Sylph
(common)
Rockshaker Nomad
(common)
Syravon Watchspires
(common)
Grappling Vines
(common)
Visceral Fires
(common)
Crumbling Wits
(common)
Moonfeather Gull
(common)
Lore of Seeds
(common)
Taiga Gorestalker
(common)
Sunbreak
(common)
Brightwing Cleric
(common)




.)