Ruins of Amonkhet: 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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Ankh of Light and Life enters the battlefield tapped.
, , Exile Ankh of Light and Life: Until end of turn, you cannot lose the game and your opponents cannot win the game. Your life total becomes equal to your starting life total. |
Rebounding Shock deals 2 damage to target creature or player.
Uncover ![]() (![]() , Exile Rebounding Shock from your graveyard: Draw a card.)
When you Uncover Rebounding Shock, it deals 2 damage to a creature or player. Given enough time, lightning will strike the same place twice.
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As an additional cost to cast Bleed Out, pay X life.
Target creature gets -X/-X until end of turn. "He can't have gone far. Just follow the trail."
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Flying
When you draw a card, Wordsnatcher gets +1/+1 until end of turn. "UHh... What was I going to say?"
0/1
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Diurnal (As this permanent enters the battlefield, choose Day or Night as the time of day. Each player shares the time of day.)
Day// Flying 3/4 Night// 4/5 |
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Diurnal (As this permanent enters the battlefield, choose Day or Night as the time of day. Each player shares the time of day.)
Day// Squinting Zombie can't block. 3/3 Night// ![]() : Squinting Zombie gains indestructible. 2/2 |
Target creature gets +2/+1 and first strike and trample until end of turn.
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Salvage
(When a creature enters the battlefield, if this card is in the graveyard, you may pay and exile Fungal Crawler bound to that creature.)
Fungal Crawler and creatures bound by Fungal Crawler have "When this creature dies, put a 2/2 black Zombie creature token onto the battlefield." 3/3
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Whenever another Cat creature enters the battlefield under your control, Alleyway Clowder gets +1/+1 until end of turn.
The most resilient on Amonkhet survive by relying on each other's strengths to cover their own shortcomings.
2/2
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Return target creature card from your graveyard to your hand. If a creature you control died this turn, you may return an additional target creature card from your graveyard to your hand.
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Salvage
(When a creature enters the battlefield, if this card is in the graveyard, you may pay and exile Flitwing Dragonfly bound to that creature.)
Flitwing Dragonfly and creatures bound by Flitwing Dragonfly have +0/+1 and flying. 0/1
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Equipped creature gets +2/+2 as long as it's blocking.
Equip ![]() "You won't need one, seeing as there's nothing of value to protect."
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Target creature you control gets +2/+0 and “When this creature dies, draw two cards” until end of turn.
Even in the most dire situations, there’s no reason not to pocket something shiny.
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Pinion Shot deals 3 damage to target creature with flying. You gain 3 life.
"Aim carefully. If you don't obliterate it like the last one, we might have something fresh for dinner tonight."
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Ankh of Light and Life
(mythic)
Rebounding Shock
(uncommon)
Bleed Out
(uncommon)
Wordsnatcher
(uncommon)
Carnivorous Drake
(common)
Squinting Zombie
(common)
Flare Up
(common)
Fungal Crawler
(common)
Alleyway Clowder
(common)
Crawl Back
(common)
Flitwing Dragonfly
(common)
Hard Hat
(common)
Reckless Plunder
(common)
Pinion Shot
(common)
Mountain
(basic)
, Exile Ankh of Light and Life: Until end of turn, you cannot lose the game and your opponents cannot win the game. Your life total becomes equal to your starting life total. 


