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.
![]() ,Sacrifice a creature: Creatures you control get +1/+1 until end of turn, then put a 1/1 White Flying Spirit creature token into play. (That token doesn't get +1/+1 until end of turn.) |
![]() : Creatures target player controls get +1/+1 until end of turn.When the land's power isn't tapped, strange and unpredictable beings begin to emerge from the depths of the uninhabited wilderness
2/3
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scientific Progress —
: Creatures you control are unblockable this turn. Activate this ability only if there are four or more Artifacts and Enchantments on the battlefield.1/1
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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. |
![]() : Put a 1/1 green Bacteria creature token into play.At first it was an experiment in biological evolution, but they just kept feeding it. I don't even think there's a point to it anymore.
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You gain 1 life for each creature on the battlefield. Draw a card.
That day the battle against the heretics was won by a timely blessing from our lord God.
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Whenever a creature enter the battlefield you gain 1 life.
Our God protects us. The faithful are blessed.
1/1
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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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Destroy target nonblack creature.
Skepticism — Target player gains life equal to its toughness if a player cast another Instant or Sorcery spell this turn. When the contract is signed, the bond is sealed with mana.
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If you control no other creatures, sacrifice Outcast's Mongrel.
If the pup becomes alert, take notice. There may be hunters about. (Hunters could be groups of non-believers who literally hunt the hermits)
2/3
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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.
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Counter target spell. Tap target creature.
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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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Equipped creature gets +2/+0 and has trample.
Equip ![]() You see what we recovered during the hunt? The heretical savages plan an assault, and their strength grows with each passing moment.
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Sacrificial Altar
(uncommon, foil)
Scourge of the Wild
(rare)
Theoretical Physicist
(uncommon)
Card14065
(uncommon)
Experimental Breeding Colony
(uncommon)
Divine Intervention
(common)
Vicarious Elder
(common)
Reanimation Ceremony
(common)
Contract Killing
(common)
Outcast's Mongrel
(common)
Heretic's Punishment
(common)
Chemichal Neutralization
(common)
Interceding Initiate
(common)
Wallcrusher's Emblem
(common)
Swamp
(basic)



: Creatures you control are unblockable this turn. Activate this ability only if there are four or more Artifacts and Enchantments on the battlefield.