Dragon Gate: Virtual Booster
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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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You may have Glamorph enter as a copy of any creature or planeswalker on the field.
3/3
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Choose one of these--
- Charm of Fire and Ice deals 2 damage to any target. - Draw a card. - Target creature gains protection from blue and from red until end of turn. |
+1: Up to one target creature has base power and toughness 4/4 until end of turn.
-7: Climax — You get an emblem with "You may spend mana as though it were mana of any color to cast multicolor spells." Some magic may be forbidden, but not forgotten.
3
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Choose one of these--
- Target player discards a card. - Untap all lands you control. - Target creature gains protection from black and from green until end of turn. |
Reach
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)2/3
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.) 1/1
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Enchant creature
Enchanted creature gets +1/+1, gains haste, and can attack as though it didn't have defender. |
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Shadowdancer can't block. 3/1
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Choose one or both —
• Destroy target non-Dragon creature. • Return target Dragon card from your graveyard to your hand. |
Domain — Shanodin Dragoneater's power and toughness are each equal to the number of basic land types among lands you control.
Defender, reach */*
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Uniformity (This creature gets +1/+1 for each other creature you control with the same name.)
When Kithkin Militia enters, you gain 2 life for each creature you control named Kithkin Militia. 2/2
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Haste
Conjoin 1 – (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)1/1
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Clan Destiny — Whenever a Wall or Cleric creature enters under your control, gain 3 life.
0/4
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As Primal Cement enters, it becomes your choice of the following —
• 3/3 • 2/2 with flying • 1/6 with defender */*
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Glamorph
(mythic)
Charm of Fire and Ice
(uncommon)
Temur Frontier
(uncommon)
Charm of Feast and Famine
(uncommon)
Elf Sharpshooter
(common)
Vodalian Swimmer
(common)
Mobile Home
(common)
Shadowdancer
(common)
Breath of Terror
(common)
Shanodin Dragoneater
(common)
Kithkin Militia
(common)
Goblin Vitaman
(common)
Wall of Apothecary
(common)
Primal Cement
(common)
Forest
(basic)




(Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)