Multiplayer: Virtual Booster
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.
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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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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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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When Huntsmaster of the Divine Flame dies, exile target creature.
4/4
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Equipped creature gets +1/+0 and is unblockable.
Equip The tactics lab makes practical innovations in chemistry for use on the battlefield.
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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. |
Whenever a creature enter the battlefield you gain 1 life.
Our God protects us. The faithful are blessed.
1/1
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Flying
Whenever you play an Artifact or Enchantment spell, you may put a +1/+1 counter on target creature. 1/1
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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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As an additional cost to play Battle-Rampart Blessing, sacrifice a creature.
Destroy target attacking creature. The first waves to crash upon the walls were incinerated by divine fire.
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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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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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When Quivering Mass enters the battlefield, put three +1/+1 counters on up to three target creatures.
What it doesn't eat it makes stronger.
3/1
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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)
Deacon of the Slaughter
(uncommon)
Assassin Guild-Captain
(uncommon)
Huntsmaster of the Divine Flame
(uncommon)
Shielding Solution
(common)
CR03
(common)
Vicarious Elder
(common)
Card13982
(common)
Interceding Initiate
(common)
Battle-Rampart Blessing
(common)
Wallcrusher's Emblem
(common)
Huntmaster's Blessing
(common)
Quivering Mass
(common)
Scientist experimenting on itself
(common)
Island
(basic)