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.
![]() : Creatures target player controls get +1/+1 until end of turn.When the land's power isn't tapped, strange and unpredictable beings begin to emerge from the depths of the uninhabited wilderness
2/3
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![]() : Target creature is unblockable until end of turn"You gotta set the right frequency, else they don't come back, or sometimes they do come back babbling about dragons that ask them riddles or wizards or spells."
– Bob, Teir 1 Technician 1/4
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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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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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Return 2 target Instant or Sorcery cards from your graveyard to your hand.
When druids gather, their power multiplies.
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Equipped creature gets +1/+1. If equipped creature is an Artificier or a Scientist, that creature is unblockable.
Equip ![]() |
Sacrifice ~: Counter target spell unless it's controller pays
.1/2
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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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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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Skepticism — Whenever a player casts an Instant or Sorcery spell, tap target creature.
2/1
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Skepticism —
, Sacrifice a creature: Draw a card. Play this ability only if a player cast an Instant or Sorcery spell this turnSometimes, in order to preserve the balance of power, certain sacrifices have to be made.
1/2
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Sacrifice ~: ~ deals 2 damage to target creature or player.
2/1
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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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Scourge of the Wild
(rare)
Teleportal Technician
(uncommon)
Assassin Guild-Captain
(uncommon)
Card14069
(uncommon)
Reanimation Ceremony
(common)
Steamwork Armor
(common)
Card14051
(common)
Outcast's Snare Trap
(common)
Tainted Biologist
(common)
Divine Intervention
(common)
Elite Snaretrapper
(common)
Plasma Seer
(common)
Card14044
(common)
Devoted Recluse
(common)
Swamp
(basic)




, Sacrifice a creature: Draw a card. Play this ability only if a player cast an Instant or Sorcery spell this turn
Creature – Wurm