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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Skepticism — Whenever a player plays an Instant or Sorcery spell, copy that spell. You may choose new targets for it.
1/2
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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 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.
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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.) |
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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Whenever a creature enter the battlefield you gain 1 life.
Our God protects us. The faithful are blessed.
1/1
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When Transcendant Shaman dies, return it to the battlefield transformed.
2/2
Sacrifice Body's Remnants: Destroy target artifact or enchantment.
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As an additional cost to play Battle-Rampart Blessing, sacrifice a creature.
Destroy target attacking creature. The first waves to crash upon the walls were incinerated by divine fire.
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If target creature deals damage to an opponent this turn, draw that many cards.
You gain 5 life. Few consider the blessings of religious leaders to be magic.
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Whenever a Scientist or Artificier you control enters the battlefield, put a 1/1 Green Bacteria Mutant creature token onto the battlefield.
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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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Equipped creature gets +1/+0 and is unblockable.
Equip ![]() The tactics lab makes practical innovations in chemistry for use on the battlefield.
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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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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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Blessed Battle-Master
(rare)
Deacon of the Slaughter
(uncommon)
Radiological Discovery
(uncommon)
Sacrificial Altar
(uncommon)
Contract Killing
(common)
Vicarious Elder
(common)
Transcendant Shaman
(common)
Battle-Rampart Blessing
(common)
Huntmaster's Blessing
(common)
Cryogenic Regrowth Chamber
(common)
Leader of the Witchunt
(common)
Shielding Solution
(common)
Army Infantry
(common)
Incendiary Devotee
(common)
Plains
(basic)


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, sacrifice a creature: Each opponent loses 1 life.


Enchantment
Creature – Human Peasant