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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Equipped creature gets +1/+1 for each instant and sorcery in all graveyards.
Equip — Cast an instant or sorcery spell. Inscribed upon its surface are the teachings of generations.
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Enchant Creature.
When Controlling Parasite enters the battlefield, put two +1/+1 counters on target creature. You control enchanted creature as long as it has a +1/+1 counter on it. |
![]() : 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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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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Lifelink
Whenever a creature you control dies, you gain 2 life. 2/3
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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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When Refuse Scrounger enters the battlefield, return target Instant or Sorcery card in a graveyard to its owner's hand.
You'd be amazed at what some people throw away.
2/1
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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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Unblockable
0/1
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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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Sacrifice ~: ~ deals 2 damage to target creature or player.
2/1
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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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Equipped creature gets +1/+0 and is unblockable.
Equip ![]() The tactics lab makes practical innovations in chemistry for use on the battlefield.
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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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Heresey-Runed Staff
(rare)
Controlling Parasite
(uncommon)
Experimental Breeding Colony
(uncommon)
Theoretical Physicist
(uncommon)
Battlefield Allopath
(common)
Interceding Initiate
(common)
Refuse Scrounger
(common)
Cryogenic Regrowth Chamber
(common)
Card14219
(common)
Hallowed Afterlife
(common)
Card14044
(common)
Outcast's Snare Trap
(common)
Shielding Solution
(common)
Leader of the Witchunt
(common)
Forest
(basic)



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


