Multiplayer: Virtual Booster
| Multiplayer: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
+1 Each player draws a card.
+1 Each player discards a card. -2 Return target creature in a graveyard to the battlefield under your control. It gains haste and "At the end of turn, exile cardname" -2 You may play target Instant or Sorcery card in a graveyard without paying its mana cost. Exile it instead of putting it in a graveyard. 3
|
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
|
Flying
Other Assassin and Wizard creatures you control get +1/+1 and have Deathtouch. Whenever Assassin Guild-Captain attacks, target player loses 1 life. 2/1
|
Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
The wise prepare for unforseen consequences.
|
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
|
|
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
|
Sacrifice ~: Counter target spell unless it's controller pays
.1/2
|
Destroy target Artifact or Enchantment.
Skepticism — If a player played another Instant or Sorcery spell this turn, destroy another target Artifact or Enchantment. |
Flame Rift deals 4 damage to each player.
Blessings from our God take many forms, but in battle they're usually practical.
|
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
|
|
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.
|
~ deals damage to target creature equal to the damage it dealt this turn.
|
When Quivering Mass enters the battlefield, put three +1/+1 counters on up to three target creatures.
What it doesn't eat it makes stronger.
3/1
|
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
|
|
(Name), Incarnation of (God's name)
(mythic)
Deacon of the Slaughter
(uncommon)
Assassin Guild-Captain
(uncommon)
Radiological Discovery
(uncommon)
Leader of the Witchunt
(common)
Interceding Initiate
(common)
Card14051
(common)
Riotous Frenzy
(common)
Flame Rift
(common)
Tainted Biologist
(common)
Wallcrusher's Emblem
(common)
Card14066
(common)
Quivering Mass
(common)
Refuse Scrounger
(common)
Forest
(basic)


, sacrifice a creature: Each opponent loses 1 life.


