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Mechanics | Skeleton
Printable
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.
 R 
Creature – Human Warrior
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
Dyardigal Incarnate
 
 R 
Creature – Dragon
When Dyardigal Incarnate enters the battlefield, it deals 2 damage to each creature.
Flying
{r}: 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
 U 
Creature – Elf Warrior Spirit
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
 U 
Creature – Human Cleric Soldier
When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
 U 
Creature – Human Druid Warrior
Other Druid and Warrior creatures you control get +1/+1 and have {t}: Add {g} to your mana pool.
Whenever Champion of the Excommunicated attacks, target creature can't block this turn.
His presence gives the outcasts the courage they need to unlock the power he knows they possess.
2/2
 C 
Artifact – Equiptment
Equipped creature gets +1/+0 and is unblockable.
Equip {2}
The tactics lab makes practical innovations in chemistry for use on the battlefield.
 C 
Creature – Human Shaman
When Transcendant Shaman dies, return it to the battlefield transformed.
2/2
Body's Remnants
 
 C 
Colour indicator G Enchantment
Sacrifice Body's Remnants: Destroy target artifact or enchantment.
 C 
Enchantment – Aura
Enchant tapped creature.
Enchanted creature doesn't untap during its controller's untap step.
The forest is where the hermits make their home, and they cover every inch of it with traps for the non-believers.
 C 
Sorcery
Target player draws 2 cards and loses 2 life.
Skepticism — Target player draws another card and loses another 1 life if a player cast another Instant or Sorcery spell this turn.
 C 
Sorcery
Two target creatures fight (Each deals damage equal to it's power to the other).
Heretics and practitioners of the dark arts are excommunicated, imprisoned, or even sentenced to death in the arena.
 C 
Creature – Human Peasant
At the end of your turn, if a creature you control died this turn, transform Incendiary Devotee.
These mages must be cleansed from the world. I will dedicate myself to this task.
2/1
Malignant Mob
 
 C 
Colour indicator W Creature – Human Peasant
Vigilance
3/4
 C 
Creature – Human Cleric
Sacrifice a creature: Exile target card in a graveyard.
The clergy make full use of their divine arsenal even if it require the power of a soul to fuel.
1/1
 C 
Creature – Goblin Soldier
Sacrifice Frontline Distraction: Destroy target artifact.
They soften up the opposition in the initial assault, destroying war machines and opening the way for the cavalry.
1/1
 C 
Artifact
Whenever a Scientist or Artificier you control enters the battlefield, put a 1/1 Green Bacteria Mutant creature token onto the battlefield.
 C 
Artifact
Skepticism — {t}: Draw a card, then discard a card. Play this ability only if a player has cast an instant or sorcery spell this turn.
With this new invention, we can tell where and when heretics practice their evil.
Island
 
 B 
Basic Land – Island

Skeptical Gaurd-Captain (rare)
Card14069 (uncommon)
Huntsmaster of the Divine Flame (uncommon)
Champion of the Excommunicated (uncommon)
Shielding Solution (common)
Transcendant Shaman (common)
Outcast's Snare Trap (common)
Card14053 (common)
Heretic's Punishment (common)
Incendiary Devotee (common)
Cleansing Chaplain (common)
Frontline Distraction (common)
Cryogenic Regrowth Chamber (common)
Mana Detector (common)
Island (basic)