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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Reveal cards from the top of target player's library until you reveal an instant or sorcery card. You may copy that card and play it without paying its mana cost. That player shuffles his or her library.
Cultivate- ![]() ![]() , Discard your hand |
, Sacrifice Soulshine Channeler: Gain twice X life, where X is the amount of in your mana pool.2/2
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(
: Add or to your mana pool.)As long as you control three or fewer lands, Verdant Gorge doesn't untap during your untap step. |
, Sacrifice Desecration Priest: Target player sacrifices a land unless he or she discards a card. Play this ability only on your turn.1/1
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Enchant creature.
Enchanted creature doesn't untap during its controller's untap step. , Reveal two land cards from your hand: Attach Tidal Whorl to target creature. |
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Remove target permanent from the game. Return it to play at end of turn.
Cultivate ![]() (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.) |
When Covert Surveyor comes into play, look at all face-down lands.
2/2
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Forestwalk
When Serene Seeker comes into play, choose either artifact or enchantment. Target player sacrifices a permanent of the chosen type. 2/1
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(
: Add or to your mana pool.)As long as you control three or fewer lands, Haunted Lagoon doesn't untap during your untap step. |
Dust Blade Warrior can't be blocked by creatures whose toughness is greater than their power.
1/1
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![]() : Target creature gets +1/-1 until end of turn.1/1
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Enchant land
Whenever enchanted land becomes tapped, Sandstorm Swath deals 1 damage to target creature that was dealt damage this turn. |
As an additional cost to play Murkdrinker Imp, discard a land card. If that card is a Swamp, Murkdrinker Imp comes into play with a +1/+1 counter.
Flying 1/2
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Target player sacrifices a land, then you gain 1 life for each land that player controls.
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Creatures you control get +1/+1 until end of turn. You gain 1 life for each attacking or blocking creature you control.
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Manic Inspiration
(rare)
Soulshine Channeler
(uncommon)
Verdant Gorge
(uncommon)
Desecration Priest
(uncommon)
Tidal Whorl
(common)
Rune Snap
(common)
Covert Surveyor
(common)
Serene Seeker
(common)
Haunted Lagoon
(common)
Dust Blade Warrior
(common)
Fen Hag
(common)
Sandstorm Swath
(common)
Murkdrinker Imp
(common)
Hail of Spores
(common)
Clarion Warcry
(common)



: Add
to your mana pool.)


