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 Skeptical Gaurd-Captain dies, return it to the battlefield transformed.
Mothers across (planename) tell their children folktales of Dyardigal, the legendary Earth-scorching dragon, but every faithful soul knows they're just tales.
4/3
When Dyardigal Incarnate enters the battlefield, it deals 2 damage to each creature.
Flying : Dyardigal Incarnate gets +1/+0 until end of turn.As the Gaurd-Captain met his end, he realised that not every fairytale is so void of meaning.
7/6
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![]() : Put a 1/1 green Bacteria creature token into play.At first it was an experiment in biological evolution, but they just kept feeding it. I don't even think there's a point to it anymore.
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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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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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Search your library for a basic land card and put it onto the battlefield tapped.
Nature reclaims what the people ignore.
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Intimidate
2/2
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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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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 casts an instant or sorcery spell, Trinket Slinger deals 1 damage to target player.
Well, he's not the ideal worker, but he makes up for the things he breaks by scaring away any potentially troubling spellcasters.
1/3
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Whenever a Cleric or [] you control dies, target player loses 1 life.
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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. |
Enduring Heresey is indestructible.
: Add one mana of any color to your mana pool.We've tried everything. Smashing, smelting, we even tried to use seized heretical objects to destroy it. Bury it in the dungeon, where no one can find it.
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When ~ dies, you gain 5 life.
3/2
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Sacrifice ~: Counter target spell unless it's controller pays
.1/2
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Skeptical Gaurd-Captain
(rare)
Experimental Breeding Colony
(uncommon)
Theoretical Physicist
(uncommon)
Witchhunter Zealot
(uncommon)
Overgrown Derelict
(common)
Card14048
(common)
Hallowed Afterlife
(common)
Shielding Solution
(common)
Trinket Slinger
(common)
Card14027
(common)
CR03
(common)
Enduring Heresey
(common)
Card14063
(common)
Card14051
(common)
Mountain
(basic)





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