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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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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As an additional cost to play ~, sacrifice a creature.
You gain life equal to the sacrificed creature's power, then put that many 1/1 White Spirit creature tokens with Flying into play. |
![]() : 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 – 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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Equipped creature gets +1/+1. If equipped creature is an Artificier or a Scientist, that creature is unblockable.
Equip ![]() |
Druid and Warrior creatures you control get +2/+1 until end of turn.
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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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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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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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Sacrifice ~: Counter target spell unless it's controller pays
.1/2
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Sacrifice ~: ~ deals 2 damage to target creature or player.
2/1
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Whenever a creature enter the battlefield you gain 1 life.
Our God protects us. The faithful are blessed.
1/1
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When ~ dies, you gain 5 life.
3/2
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Skeptical Gaurd-Captain
(rare)
Witchhunter Zealot
(uncommon)
Card14065
(uncommon)
Experimental Breeding Colony
(uncommon)
Tainted Biologist
(common)
Steamwork Armor
(common)
Battle Chant
(common)
Heretic's Punishment
(common)
Interceding Initiate
(common)
Outcast's Snare Trap
(common)
Card14051
(common)
Card14044
(common)
Vicarious Elder
(common)
Card14063
(common)
Island
(basic)






