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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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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Other Druid and Warrior creatures you control get +1/+1 and have
: Add to your mana pool.
Whenever Champion of the Excommunicated attacks, target creature can't block this turn. His presence gives the outcasts the courage they need to unlock the power he knows they possess.
2/2
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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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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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: Add to your mana poolThey took everything from me. They will know the power of my sorcery.
1/1
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Unblockable
0/1
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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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Deathtouch
1/1
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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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At the end of your turn, if a creature you control dealt damage to an opponent this turn, transform Army Infantry.
2/1
Flying
3/4
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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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Druid and Warrior creatures you control get +2/+1 until end of turn.
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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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Heresey-Runed Staff
(rare)
Witchhunter Zealot
(uncommon)
Champion of the Excommunicated
(uncommon)
Assassin Guild-Captain
(uncommon)
Hallowed Afterlife
(common)
Rage-forged Conjourer
(common)
Card14219
(common)
Cleansing Chaplain
(common)
(Faction) Initiate
(common)
Enduring Heresey
(common)
Army Infantry
(common)
Plasma Seer
(common)
Battle Chant
(common)
Trinket Slinger
(common)
Island
(basic)


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