Mirrors: Virtual Booster
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| Mechanics | Skeleton | Set Design |
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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Haste
Whenever a player casts a colorless spell, ~ deals 2 damage to that player. 3/2
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Flying
![]() , : Target creature gains hexproof until end of turn.
![]() , : Target creature loses all abilities until end of turn.2/1
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, : Add ![]() .2/1
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![]() , : Target creature gains first strike until end of turn.
, : Target creature blocks if able this turn.3/1
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Flash
When ~ enters the battlefield, untap another target white creature you control. It gets +2/+3 until end of turn. 2/3
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Kicker
![]() (You may pay an additional ![]() as you cast this spell.)
Return target creature card from your graveyard to your hand. If you paid the kicker cost, return it to the battlefield instead and draw a card. |
Enchant creature
Enchanted creature gets +1/+1 and unblockable. |
Target creature you control fights target creature you don't control. Then, put a +1/+1 counter on each of those creatures.
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Devoid (This card has no color.)
Glimpse COST (“COST, Exile target attacking blue creature you control: Put this onto the battlefield tapped and attacking. This creature gains all abilities of the exiled creature.") When ~ deals combat damage, draw a card. 3/1
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Target creature gets +2/+0 until end of turn. If it's red, it gains first strike.
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When ~ enters the battlefield, you may exile a card from a graveyard. If it's a creature card, create a 1/1 black Rat creature.
2/2
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Exile target tapped creature.
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When ~ enters the battlefield, another target green creature gets +2/+2 and trample until end of turn.
2/2
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Haste
When ~ enters the battlefield, another target red creature you control deals damage to target player equal to its power. 3/1
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RR01
(rare)
UU04
(uncommon)
UA03
(uncommon)
UR04
(uncommon)
CW02
(common)
CB15
(common)
CU15
(common)
Savage Sparring
(common)
CU05
(common)
CR14
(common)
CB07
(common)
CW12
(common)
CG02
(common)
CR02
(common)
Forest
(basic)



: Target creature gains hexproof until end of turn.

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