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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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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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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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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If target creature deals damage to an opponent this turn, draw that many cards.
You gain 5 life. Few consider the blessings of religious leaders to be magic.
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Counter target spell. Tap target creature.
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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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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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If you control no other creatures, sacrifice Outcast's Mongrel.
If the pup becomes alert, take notice. There may be hunters about. (Hunters could be groups of non-believers who literally hunt the hermits)
2/3
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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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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 ![]() |
Flying
Geistblessed Hunter can't block When Geistblessed Hunter dies, put two 1/1 White Spirit creature tokens with Flying onto the battlefield. 2/1
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Sacrifice Scientist experimenting on itself: Put a +1/+1 counter on target creature.
2/1
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Skeptical Gaurd-Captain
(rare)
Champion of the Excommunicated
(uncommon)
Theoretical Physicist
(uncommon)
Assassin Guild-Captain
(uncommon)
Huntmaster's Blessing
(common)
Chemichal Neutralization
(common)
Interceding Initiate
(common)
Divine Intervention
(common)
Outcast's Mongrel
(common)
Army Infantry
(common)
Tainted Biologist
(common)
Steamwork Armor
(common)
Geistblessed Hunter
(common)
Scientist experimenting on itself
(common)
Mountain
(basic)



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