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 On the next turn of target creature's owner, that creature attacks another target player if able.
+1 Target player untaps all creatures they control. -2 Sacrifice a creature. Draw cards equal to the sacrificed creature's power. -2 The next time a creature enters the battlefield, put a token into play which is a copy of that creature. 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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scientific Progress —
: Creatures you control are unblockable this turn. Activate this ability only if there are four or more Artifacts and Enchantments on the battlefield.1/1
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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.) |
Druid and Warrior creatures you control get +2/+1 until end of turn.
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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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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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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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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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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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Equipped creature gets +2/+0 and has trample.
Equip ![]() You see what we recovered during the hunt? The heretical savages plan an assault, and their strength grows with each passing moment.
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You gain 1 life for each creature on the battlefield. Draw a card.
That day the battle against the heretics was won by a timely blessing from our lord God.
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When Sickly Pastor dies, put two 1/1 White Flying Spirit creature tokens into play.
Do not worry, my flock. Our Lord's Blessing will be with you long after my own death.
0/1
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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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Juarel, Servant of Mana
(mythic)
Assassin Guild-Captain
(uncommon)
Theoretical Physicist
(uncommon)
Sacrificial Altar
(uncommon)
Battle Chant
(common)
Vicarious Elder
(common)
Army Infantry
(common)
Tainted Biologist
(common)
Contract Killing
(common)
Trinket Slinger
(common)
Wallcrusher's Emblem
(common)
Divine Intervention
(common)
Sickly Pastor
(common)
Overgrown Derelict
(common)
Mountain
(basic)




: Creatures you control are unblockable this turn. Activate this ability only if there are four or more Artifacts and Enchantments on the battlefield.

