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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+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
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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
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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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![]() : 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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Target player draws 2 cards and loses 2 life.
Skepticism — Target player draws another card and loses another 1 life if a player cast another Instant or Sorcery spell this turn. |
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Counter target spell. Tap target creature.
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Lifelink
Whenever a creature you control dies, you gain 2 life. 2/3
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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. |
Search your library for a basic land card and put it onto the battlefield tapped.
Nature reclaims what the people ignore.
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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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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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Druid and Warrior creatures you control get +2/+1 until end of turn.
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Enduring Heresey is indestructible.
: Add one mana of any color to your mana pool.We've tried everything. Smashing, smelting, we even tried to use seized heretical objects to destroy it. Bury it in the dungeon, where no one can find it.
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~ deals 3 damage to target player.
Skepticism — ~ deals 6 damage to that player instead if a player cast another instant or sorcery spell this turn. |
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(Name), Incarnation of (God's name)
(mythic)
Assassin Guild-Captain
(uncommon)
Deacon of the Slaughter
(uncommon)
Experimental Breeding Colony
(uncommon)
Card14053
(common)
Chemichal Neutralization
(common)
Battlefield Allopath
(common)
Riotous Frenzy
(common)
Overgrown Derelict
(common)
Tainted Biologist
(common)
Heretic's Punishment
(common)
Battle Chant
(common)
Enduring Heresey
(common)
CR03
(common)
Plains
(basic)



, sacrifice a creature: Each opponent loses 1 life.


