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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Whenever a non-token creature you control dies, put a creature token into play which is a copy of that creature and put a +1/+1 counter on target creature.
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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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When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
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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. |
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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Flying
Whenever you play an Artifact or Enchantment spell, you may put a +1/+1 counter on target creature. 1/1
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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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When ~ dies, you gain 5 life.
3/2
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At the end of your turn, if an opponent has 10 or less life, transform Streetbound Waif.
2/1
First strike
4/2
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Whenever a Cleric or [] you control dies, target player loses 1 life.
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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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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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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
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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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Reincarnation Experiments
(rare)
Champion of the Excommunicated
(uncommon)
Huntsmaster of the Divine Flame
(uncommon)
Card14065
(uncommon)
Tainted Biologist
(common)
Card13982
(common)
Incendiary Devotee
(common)
Card14063
(common)
Streetbound Waif
(common)
Card14027
(common)
Leader of the Witchunt
(common)
Trinket Slinger
(common)
Interceding Initiate
(common)
Enduring Heresey
(common)
Swamp
(basic)




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Creature – Human Peasant