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 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/+1 for each instant and sorcery in all graveyards.
Equip — Cast an instant or sorcery spell. Inscribed upon its surface are the teachings of generations.
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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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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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Two target creatures fight (Each deals damage equal to it's power to the other).
Heretics and practitioners of the dark arts are excommunicated, imprisoned, or even sentenced to death in the arena.
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Sacrifice Scientist experimenting on itself: Put a +1/+1 counter on target creature.
2/1
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~ deals 3 damage to target player.
Skepticism — ~ deals 6 damage to that player instead if a player cast another instant or sorcery spell this turn. |
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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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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Whenever a Cleric or [] you control dies, target player loses 1 life.
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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. |
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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Flying
Geistblessed Hunter can't block When Geistblessed Hunter dies, put two 1/1 White Spirit creature tokens with Flying onto the battlefield. 2/1
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Interceding Initiate
(common, foil)
Heresey-Runed Staff
(rare)
Witchhunter Zealot
(uncommon)
Assassin Guild-Captain
(uncommon)
Theoretical Physicist
(uncommon)
Heretic's Punishment
(common)
Scientist experimenting on itself
(common)
CR03
(common)
Shielding Solution
(common)
Leader of the Witchunt
(common)
Card14027
(common)
Card14053
(common)
Cleansing Chaplain
(common)
Geistblessed Hunter
(common)
Island
(basic)



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