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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Counter target spell. Tap target creature.
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: Draw a card or destroy target creature. Play this ability only if an opponent is at 10 life or less.2/1
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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
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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Enchant Creature.
When Controlling Parasite enters the battlefield, put two +1/+1 counters on target creature. You control enchanted creature as long as it has a +1/+1 counter on it. |
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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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At the end of your turn, if you control five or more creatures, transform Devoted Recluse.
Those who still believe in the power that the land holds may call upon it.
2/1
Trample
5/4
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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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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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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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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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Target player draws 2 cards and loses 2 life.
Skepticism — Target player draws another card and loses another 1 life if a player cast another Instant or Sorcery spell this turn. |
Whenever a non-token creature you control dies, put a 1/1 Spirit Creature token with Flying into play.
The faithful in this life are rewarded in the next.
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~ deals damage to target creature equal to the damage it dealt this turn.
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Chemichal Neutralization
(common, foil)
Hand of the Council
(rare)
Witchhunter Zealot
(uncommon)
Deacon of the Slaughter
(uncommon)
Controlling Parasite
(uncommon)
Transcendant Shaman
(common)
Devoted Recluse
(common)
Outcast's Snare Trap
(common)
Tainted Biologist
(common)
Wallcrusher's Emblem
(common)
Interceding Initiate
(common)
Card14053
(common)
Hallowed Afterlife
(common)
Card14066
(common)
Mountain
(basic)


: Draw a card or destroy target creature. Play this ability only if an opponent is at 10 life or less.


Enchantment