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.
![]() : 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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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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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. |
Equipped creature gets +1/+1. If equipped creature is a Cleric or Spirit, it has deathtouch
Equip ![]() |
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Unblockable
0/1
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Destroy target Artifact or Enchantment.
Skepticism — If a player played another Instant or Sorcery spell this turn, destroy another target Artifact or Enchantment. |
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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Sacrifice Frontline Distraction: Destroy target artifact.
They soften up the opposition in the initial assault, destroying war machines and opening the way for the cavalry.
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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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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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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Druid and Warrior creatures you control get +2/+1 until end of turn.
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![]() , Discard a card: Return target creature to its owner's hand.We haven't quite figured out where it sends things yet, but until we do, box up the prototypes for live battlefield testing.
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Scourge of the Wild
(rare)
Theoretical Physicist
(uncommon)
Witchhunter Zealot
(uncommon)
Card14065
(uncommon)
Papal Cane
(common)
Card14219
(common)
Riotous Frenzy
(common)
Outcast's Snare Trap
(common)
Frontline Distraction
(common)
Cleansing Chaplain
(common)
Contract Killing
(common)
Trinket Slinger
(common)
Battle Chant
(common)
Teleportaion Beam
(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.
