Madoka Magi-ka: Virtual Booster
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| Mechanics |
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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Triple Strike (This creature deals fast-strike, first-strike and regular combat damage.)
4/2
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Wall (This permanent can block as though it were a creature. Lethal damage destroys it as though it were a creature.)
Sacrifice Ruby Membrane: Target creature you control gains hexproof until end of turn. Exile that creature at end of turn. 0/5
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Build
![]() ![]() (When this land enters the battlefield, you may pay ![]() ![]() .)
: Add to your mana pool.
When Arbor is built, target creature gets +3/+3 and gains trample until end of turn. |
Put a 1/1 white Witch creature token onto the battlefield.
Memory — Put three of those tokens onto the battlefield instead if there are five or more cards in exile. |
![]() , Sacrifice Opal Jellyfish: Tap target creature.
Recycle (At the beginning of your upkeep you may reveal a card in your hand that shares a card type with this card and put it on the bottom of your library. If you do, return this card from your graveyard to your hand. Otherwise, exile this card.) 1/1
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Green contract (You may cast this card by exiling a green permanent you control and paying the difference in mana costs between this and the exiled card. Mana cost includes color.)
5/5
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Pipe Bomb deals 3 damage to target creature or player.
Memory — Pipe Bomb deals 5 damage to that creature or player instead if there are five or more cards in exile. |
![]() : Target creature gets -1/-1 until end of turn.3/1
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Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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Memory — Creative Mami gets +2/+2 and has flying if there are five or more cards in exile.
1/1
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Memory — Kindhearted Madoka gets +2/+2 if there are five or more cards in exile.
2/2
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Until end of turn target creature gains reach and “This creature can’t be blocked except by creatures with flying and reach.”
Draw a card. “While it’s not technically flying, it gets the job done.”
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Enchant creature
Enchanted creature gets +4/-4. |
Staying Power — Deep Wound deals 3 damage to target creature. This damage doesn't wear off until the end of the next turn.
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Triple Troublemaker
(rare)
Ruby Membrane
(uncommon)
Arbor
(uncommon)
Mustachioed Cream Puffs
(uncommon)
Opal Jellyfish
(common)
Big Eater
(common)
Pipe Bomb
(common)
Extinguisher
(common)
Eyeball Witch
(common)
Creative Mami
(common)
Kindhearted Madoka
(common)
Walking on Air
(common)
Throw Caution to the Wind
(common)
Deep Wound
(common)
Island
(basic)




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