Fall of the Magnolia: Virtual Booster
Fall of the Magnolia: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Skeleton |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
Whenever you Brandish, you may cast the revealed cards without paying their mana cost until end of turn.
4/3
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Flying
When Sienna's Lookout enters the battlefield, if you have The Initiative, target opponent reveals their hand. (You have the Initiative if you control the most untapped creatures) "Watch for Magnolian Loyalists and cloaked witches"
- Queen Sienna's orders 2/1
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Whenever a land enters the battlefield under your control, put a 1/1 elemental onto the battlefield.
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Create two 1/1 Soldier Creature tokens with Unity (When it attacks, reveal the top card of your library, if it has unity, put it into your hand)
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Whenever another creature you control attacks, deal 1 damage to target player.
6/4
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Unity – (When Timri Foot Soldier attacks, reveal the top card of your library, if it has unity, put it into your hand)
When Timri Foot Soldier attacks, if another attacking creature has unity, untap target creature you control. First Strike 2/1
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Unity – (When Magnolian Honour Guard attacks, reveal the top card of your library, if it has unity, put it into your hand)
When Magnolian Honour Guard attacks, if another attacking creature has unity, put a +1/+1 counter on Magnolian Honour Guard. Lifelink 2/3
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Haste
Charging Insurgent attacks each turn if able. 2/2
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Whenever Tending Stalwart blocks, you may Brandish 1, if you do, deal untap target permanent you control.
1/4
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Unity – (When Throne Room Liberator attacks, reveal the top card of your library, if it has unity, put it into your hand)
When Throne Room Liberator attacks, if another attacking creature has unity, return target card from your graveyard to your hand. 1/2
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Creature spells you control cost
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Flying
3/4
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Flash
If you have The Initiative, you may cast creature cards as though they have flash. (You have The Initiative if you control the most untapped creatures) 4/3
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Prowess
Whenever Manablood Mentor, deals combat damage to a player, you may Brandish 2 (reveal 2 non-creature spells from your hand) , if you do, draw a card. 1/2
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Whenever Hopeful Stalwart blocks, you may Brandish 1, if you do gain 1 life.
1/4
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Mage Priest of Jhiva
(rare)
Sienna's Lookout
(common)
Weaponise the Garden
(rare)
Prepare the Militia
(common)
Siege Elemental
(common)
Timri Foot Soldier
(common)
Magnolian Honour Guard
(uncommon)
Charging Insurgent
(common)
Tending Stalwart
(common)
Throne Room Liberator
(common)
Call to Action
(rare)
Aven Windracer
(common)
Oak Tribe Ambusher
(rare)
Manablood Mentor
(uncommon)
Hopeful Stalwart
(common)