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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When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
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Whenever a creature you control dies, if you control no creature tokens, put a 1/1 White Flying Spirit creature token into play.
, , sacrifice a creature: Each opponent loses 1 life.Sometimes what is bad for one part of the body is actually good for the whole.
1/2
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Other Artificer and Scientist creatures you control get +1/+1 and have hexproof.
Whenever Multidisciplinary Researcher attacks, put a +1/+1 counter on target creature. 2/2
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Whenever a Scientist or Artificier you control enters the battlefield, put a 1/1 Green Bacteria Mutant creature token onto the battlefield.
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Flying
Whenever you play an Artifact or Enchantment spell, you may put a +1/+1 counter on target creature. 1/1
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Target creature gains deathtouch until end of turn. Put target card in a graveyard on top of its owner's library.
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Deathtouch
1/1
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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
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Return target creature in a graveyard to the battlefield under your control. Target player loses 1 life.
When the aristocracy need advice, they simply ask their ancestors.
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Return 2 target Instant or Sorcery cards from your graveyard to your hand.
When druids gather, their power multiplies.
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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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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.
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Skeptical Gaurd-Captain
(rare)
Huntsmaster of the Divine Flame
(uncommon)
Deacon of the Slaughter
(uncommon)
Multidisciplinary Researcher
(uncommon)
Cryogenic Regrowth Chamber
(common)
Card13982
(common)
Card14043
(common)
(Faction) Initiate
(common)
Cleansing Chaplain
(common)
Grim Exhumation
(common)
Reanimation Ceremony
(common)
Hallowed Afterlife
(common)
Army Infantry
(common)
Outcast's Snare Trap
(common)
Mountain
(basic)




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, sacrifice a creature: Each opponent loses 1 life.
