Multiplayer: Virtual Booster
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| Mechanics | Skeleton |
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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When Skeptical Gaurd-Captain dies, return it to the battlefield transformed.
Mothers across (planename) tell their children folktales of Dyardigal, the legendary Earth-scorching dragon, but every faithful soul knows they're just tales.
4/3
When Dyardigal Incarnate enters the battlefield, it deals 2 damage to each creature.
Flying : Dyardigal Incarnate gets +1/+0 until end of turn.As the Gaurd-Captain met his end, he realised that not every fairytale is so void of meaning.
7/6
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As an additional cost to play ~, sacrifice a creature.
You gain life equal to the sacrificed creature's power, then put that many 1/1 White Spirit creature tokens with Flying into play. |
![]() : Target creature is unblockable until end of turn"You gotta set the right frequency, else they don't come back, or sometimes they do come back babbling about dragons that ask them riddles or wizards or spells."
– Bob, Teir 1 Technician 1/4
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Vigilance
Other Cleric and Spirit creatures you control get +1/+1 and have vigilance. Whenever ~ attacks, put a +1/+1 counter on target creature. 2/2
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Intimidate
2/2
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Whenever a Soldier or Knight creature you control deals damage, Target-Seeking Barrage deals 1 damage to target creature or player.
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When Transcendant Shaman dies, return it to the battlefield transformed.
2/2
Sacrifice Body's Remnants: Destroy target artifact or enchantment.
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When ~ dies, you gain 5 life.
3/2
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Flying
Battle-Grafted Researcher cannot block creatures with flying. After grafting the prototype wings onto his body, Cyrano found that he could no longer work on delicate experiments, or anything else which wasn't about a hundred feet in the air.
2/1
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When Interceding Initiate dies, target player loses 2 life.
In order to cover their tracks, sometimes highly ranked (Faction)s will cover their tracks through a networks of assassin guilds.
2/2
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Skepticism – Whenever a player plays an instant or sorcery spell, target creature gets +2/+2 until end of turn.
There are those who will hunt their fellow spellcasters in order not to arouse suspicion themselves.
2/3
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At the end of your turn, if you control five or more creatures, transform Devoted Recluse.
Those who still believe in the power that the land holds may call upon it.
2/1
Trample
5/4
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Whenever a non-token creature you control dies, put a 1/1 Spirit Creature token with Flying into play.
The faithful in this life are rewarded in the next.
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At the end of your turn, if a creature you control dealt damage to an opponent this turn, transform Army Infantry.
2/1
Flying
3/4
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Skeptical Gaurd-Captain
(rare)
Card14065
(uncommon)
Teleportal Technician
(uncommon)
Card14069
(uncommon)
Card14048
(common)
Target-Seeking Barrage
(common)
Transcendant Shaman
(common)
Card14063
(common)
Battle-Grafted Researcher
(common)
Interceding Initiate
(common)
Leader of the Witchunt
(common)
Devoted Recluse
(common)
Hallowed Afterlife
(common)
Army Infantry
(common)
Forest
(basic)






Enchantment