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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Sacrifice ~: Counter target spell unless it's controller pays
.1/2
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Skepticism — Whenever a player plays an Instant or Sorcery spell, copy that spell. You may choose new targets for it.
1/2
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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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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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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 Refuse Scrounger enters the battlefield, return target Instant or Sorcery card in a graveyard to its owner's hand.
You'd be amazed at what some people throw away.
2/1
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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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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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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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If you control five or more creatures, Rankshredder Captain gets +3/+3
The giants of the wilderness were apathetic at first to the cause of the excommunicated, but eventually some joined their ranks.
4/4
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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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Whenever a Cleric or [] you control dies, target player loses 1 life.
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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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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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Card14051
(common, foil)
Blessed Battle-Master
(rare)
Card14069
(uncommon)
Theoretical Physicist
(uncommon)
Controlling Parasite
(uncommon)
Refuse Scrounger
(common)
Outcast's Snare Trap
(common)
Contract Killing
(common)
Geistblessed Hunter
(common)
Rankshredder Captain
(common)
Cleansing Chaplain
(common)
Card14027
(common)
Shielding Solution
(common)
Interceding Initiate
(common)
Mountain
(basic)

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

