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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When Skeptical Gaurd-Captain dies, return it to the battlefield transformed.
Mothers across (planename) tell their children folktales of Dyardigal, the legendary Earth-scorching dragon, but every faithful soul knows they're just tales.
4/3
When Dyardigal Incarnate enters the battlefield, it deals 2 damage to each creature.
Flying : Dyardigal Incarnate gets +1/+0 until end of turn.As the Gaurd-Captain met his end, he realised that not every fairytale is so void of meaning.
7/6
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Other Artificer and Scientist creatures you control get +1/+1 and have hexproof.
Whenever Multidisciplinary Researcher attacks, put a +1/+1 counter on target creature. 2/2
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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 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: 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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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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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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Intimidate
2/2
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Whenever an Assassin or Wizard you control deals damage to a player, you may return target non-creature permanent to its owner's hand.
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Sacrifice ~: ~ deals 2 damage to target creature or player.
2/1
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Skepticism —
: Draw a card, then discard a card. Play this ability only if a player has cast an instant or sorcery spell this turn.With this new invention, we can tell where and when heretics practice their evil.
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Whenever a Soldier or Knight creature you control deals damage, Target-Seeking Barrage deals 1 damage to target creature or player.
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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. |
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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Skeptical Gaurd-Captain
(rare)
Multidisciplinary Researcher
(uncommon)
Champion of the Excommunicated
(uncommon)
Radiological Discovery
(uncommon)
Cleansing Chaplain
(common)
Trinket Slinger
(common)
Outcast's Snare Trap
(common)
Card14048
(common)
Card14029
(common)
Card14044
(common)
Mana Detector
(common)
Target-Seeking Barrage
(common)
Riotous Frenzy
(common)
Interceding Initiate
(common)
Swamp
(basic)




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