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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Vigilance
, : Creatures you control become 4/4 until end of turn.4/4
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Vigilance
When Steeled Farmhand comes into play, you may search your library for a Plains card, reveal it and put it in your hand, then shuffle your library. 1/2
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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
.)Cetacean Sage can't attack unless defending player controls an Island. ![]() : You may put a land card from your hand into play under target player's control.4/6
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Enchant creature.
Enchanted creature gets +1/+1. As long as enchanted creature is tapped, spells you control can't be countered by spells or abilities. |
Target creature gets -1/-1 until 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.) |
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Whenever Southfen Patrol attacks, target creature gains lifelink until end of turn. (Whenever that creature deals damage, its controller gains that much life.)
3/3
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Whenever Clouded Mystic becomes blocked you may draw a card.
1/1
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(
: Add to your mana pool.)Sun-Blessed Vale comes into play tapped. ![]() , Discard Sun-Blessed Vale: When target creature is put into a graveyard from play this turn, return it to play under its owner's control. |
Counter target spell with converted mana cost less than or equal to the number of lands you control.
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.) |
Spend only mana produced by basic lands to play Flaming Roar.
Flaming Roar deals 3 damage to target creature and 3 damage to its controller. |
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Destroy target artifact or enchantment. That permanent's controller may search his or her library for a basic land card, reveal it and put it into his or her hand, then shuffle his or her library.
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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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Lifelink (Whenever this creature deals damage, you gain that much life.)
: Battlewise Priest deals 1 damage to target attacking or blocking creature.1/2
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Destroy target nonbasic land.
Draw a card. |
Enchant creature
Enchanted creature gets +3/+3 Sacrifice Wildhide: Target creature gets +4/+4 until end of turn. |
Majestic Commander
(rare)
Steeled Farmhand
(uncommon)
Cetacean Sage
(uncommon)
Shimmering Leaves
(uncommon)
Churning Rot
(common)
Southfen Patrol
(common)
Clouded Mystic
(common)
Sun-Blessed Vale
(common)
Veiled Denial
(common)
Flaming Roar
(common)
Fragment
(common)
Murkdrinker Imp
(common)
Battlewise Priest
(common)
Siege
(common)
Wildhide
(common)


: Creatures you control become 4/4 until end of turn.

.)
