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.
: 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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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. |
Vigilance
Other Cleric and Spirit creatures you control get +1/+1 and have vigilance. Whenever ~ attacks, put a +1/+1 counter on target creature. 2/2
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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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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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Skepticism — Whenever a player casts an Instant or Sorcery spell, tap target creature.
2/1
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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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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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Sacrifice ~: Counter target spell unless it's controller pays
.1/2
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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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Return 2 target Instant or Sorcery cards from your graveyard to your hand.
When druids gather, their power multiplies.
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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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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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Target creature gains deathtouch until end of turn. Put target card in a graveyard on top of its owner's library.
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Hand of the Council
(rare)
Card14065
(uncommon)
Card14069
(uncommon)
Witchhunter Zealot
(uncommon)
Wallcrusher's Emblem
(common)
Elite Snaretrapper
(common)
Cleansing Chaplain
(common)
Outcast's Snare Trap
(common)
Card14051
(common)
Streetbound Waif
(common)
Reanimation Ceremony
(common)
Interceding Initiate
(common)
Shielding Solution
(common)
Card14043
(common)
Island
(basic)


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

