Multiplayer: Virtual Booster
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Mechanics | Skeleton |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
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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Skepticism — , Sacrifice a creature: Draw a card. Play this ability only if a player cast an Instant or Sorcery spell this turn
Sometimes, in order to preserve the balance of power, certain sacrifices have to be made.
1/2
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Return 2 target Instant or Sorcery cards from your graveyard to your hand.
When druids gather, their power multiplies.
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+1 Each player draws a card.
+1 Each player discards a card. -2 Return target creature in a graveyard to the battlefield under your control. It gains haste and "At the end of turn, exile cardname" -2 You may play target Instant or Sorcery card in a graveyard without paying its mana cost. Exile it instead of putting it in a graveyard. 3
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Whenever a creature you control dies, if you control no creature tokens, put a 1/1 White Flying Spirit creature token into play.
,, sacrifice a creature: Each opponent loses 1 life. Sometimes what is bad for one part of the body is actually good for the whole.
1/2
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Skepticism — Whenever a player plays an Instant or Sorcery spell, copy that spell. You may choose new targets for it.
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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Put a +1/+1 counter on target creature, two +1/+1 counters on another target creature, and three +1/+1 counters on a third target creature.
The wise prepare for unforseen consequences.
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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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When ~ dies, you gain 5 life.
3/2
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Equipped creature gets +2/+0 and has trample.
Equip You see what we recovered during the hunt? The heretical savages plan an assault, and their strength grows with each passing moment.
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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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Skepticism — Whenever a player casts an instant or sorcery spell, destroy target enchantment.
1/2
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Destroy target nonblack creature.
Skepticism — Target player gains life equal to its toughness if a player cast another Instant or Sorcery spell this turn. When the contract is signed, the bond is sealed with mana.
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Card14219
(common)
Cleansing Chaplain
(common)
Plasma Seer
(common)
Reanimation Ceremony
(common)
(Name), Incarnation of (God's name)
(mythic)
Deacon of the Slaughter
(uncommon)
Blessed Battle-Master
(rare)
Assassin Guild-Captain
(uncommon)
Radiological Discovery
(uncommon)
Leader of the Witchunt
(common)
Card14063
(common)
Wallcrusher's Emblem
(common)
Tainted Biologist
(common)
Witchhunter Zealot
(uncommon)
Contract Killing
(common)