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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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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Other Artificer and Scientist creatures you control get +1/+1 and have hexproof.
Whenever Multidisciplinary Researcher attacks, put a +1/+1 counter on target creature. 2/2
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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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At the end of your turn, if a creature you control died this turn, transform Incendiary Devotee.
These mages must be cleansed from the world. I will dedicate myself to this task.
2/1
Vigilance
3/4
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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. |
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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Whenever a Cleric or [] you control dies, target player loses 1 life.
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Whenever a Scientist or Artificier you control enters the battlefield, put a 1/1 Green Bacteria Mutant creature token onto the battlefield.
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Unblockable
0/1
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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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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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Intimidate
2/2
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Heresey-Runed Staff
(rare)
Witchhunter Zealot
(uncommon)
Assassin Guild-Captain
(uncommon)
Multidisciplinary Researcher
(uncommon)
Heretic's Punishment
(common)
Incendiary Devotee
(common)
CR03
(common)
Plasma Seer
(common)
Card14027
(common)
Cryogenic Regrowth Chamber
(common)
Card14219
(common)
Leader of the Witchunt
(common)
Cleansing Chaplain
(common)
Card14048
(common)
Plains
(basic)




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