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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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. |
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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![]() : 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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Unblockable
0/1
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Whenever an Assassin or Wizard you control deals damage to a player, you may return target non-creature permanent to its owner's hand.
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![]() , Discard a card: Return target creature to its owner's hand.We haven't quite figured out where it sends things yet, but until we do, box up the prototypes for live battlefield testing.
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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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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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Destroy target Artifact or Enchantment.
Skepticism — If a player played another Instant or Sorcery spell this turn, destroy another target Artifact or Enchantment. |
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Skepticism – Whenever a player plays an instant or sorcery spell, target creature gets +2/+2 until end of turn.
There are those who will hunt their fellow spellcasters in order not to arouse suspicion themselves.
2/3
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Whenever a Soldier or Knight creature you control deals damage, Target-Seeking Barrage deals 1 damage to target creature or player.
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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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Skeptical Gaurd-Captain
(rare)
Controlling Parasite
(uncommon)
Card14069
(uncommon)
Experimental Breeding Colony
(uncommon)
Card14219
(common)
Card14029
(common)
Teleportaion Beam
(common)
Cleansing Chaplain
(common)
Heretic's Punishment
(common)
Riotous Frenzy
(common)
Leader of the Witchunt
(common)
Target-Seeking Barrage
(common)
Plasma Seer
(common)
Card14044
(common)
Swamp
(basic)







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