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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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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When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
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![]() ,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.) |
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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Whenever an Assassin or Wizard you control deals damage to a player, you may return target non-creature permanent to its owner's hand.
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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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Skepticism – Whenever a player casts an instant or sorcery spell, Trinket Slinger deals 1 damage to target player.
Well, he's not the ideal worker, but he makes up for the things he breaks by scaring away any potentially troubling spellcasters.
1/3
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Equipped creature gets +1/+1. If equipped creature is an Artificier or a Scientist, that creature is unblockable.
Equip ![]() |
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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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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Skepticism — Whenever a player casts an Instant or Sorcery spell, tap target creature.
2/1
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Counter target spell. Tap target creature.
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scientific Progress – At the end of your turn, if there are four or more Artifacts and Enchantments on the battlefield, transform Tainted Biologist.
Jarl's last journal entry – Now that I've accumulated enough constructs to continue my work, I'm going to drink my experimental solution.
2/1
Hexproof.
WHARRGARBL
5/4
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Skeptical Gaurd-Captain
(rare)
Deacon of the Slaughter
(uncommon)
Huntsmaster of the Divine Flame
(uncommon)
Sacrificial Altar
(uncommon)
Outcast's Mongrel
(common)
Card14029
(common)
Grim Exhumation
(common)
Trinket Slinger
(common)
Steamwork Armor
(common)
Divine Intervention
(common)
Army Infantry
(common)
Elite Snaretrapper
(common)
Chemichal Neutralization
(common)
Tainted Biologist
(common)
Forest
(basic)


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, sacrifice a creature: Each opponent loses 1 life.

