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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Other Druid and Warrior creatures you control get +1/+1 and have
: Add to your mana pool.
Whenever Champion of the Excommunicated attacks, target creature can't block this turn. His presence gives the outcasts the courage they need to unlock the power he knows they possess.
2/2
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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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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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Skepticism —
, Sacrifice a creature: Draw a card. Play this ability only if a player cast an Instant or Sorcery spell this turnSometimes, in order to preserve the balance of power, certain sacrifices have to be made.
1/2
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When ~ dies, you gain 5 life.
3/2
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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 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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Whenever a Cleric or [] you control dies, target player loses 1 life.
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Counter target spell. Tap target creature.
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Deathtouch
1/1
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Druid and Warrior creatures you control get +2/+1 until end of turn.
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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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At the end of your turn, if a creature you control died this turn, transform Incendiary Devotee.
These mages must be cleansed from the world. I will dedicate myself to this task.
2/1
Vigilance
3/4
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Heresey-Runed Staff
(rare)
Champion of the Excommunicated
(uncommon)
Experimental Breeding Colony
(uncommon)
Deacon of the Slaughter
(uncommon)
Plasma Seer
(common)
Card14063
(common)
Army Infantry
(common)
Leader of the Witchunt
(common)
Card14027
(common)
Chemichal Neutralization
(common)
(Faction) Initiate
(common)
Battle Chant
(common)
Heretic's Punishment
(common)
Incendiary Devotee
(common)
Forest
(basic)


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Creature – Human Peasant