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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At the beginning of your upkeep, exile the top card of your library face down. Until end of turn, you may look at and play that card. At end of turn, turn that card face up.
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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. |
Exile all cards from target player’s graveyard.
Draw a card. “Madoka?” —Mami Tomoe
“Who’s that?” —Kyouko Sakura |
Flames to the Void deals 2 damage to each creature and each player. If a creature dealt damage this way would die this turn, exile it instead.
The bodies of those who die inside a witch’s world are never found.
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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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Target creature gets +3/+3 until end of turn.
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.) |
Haste
Recover (When a creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)2/1
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Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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Trample
Recover (When another creature is put into your graveyard from the battlefield, you may pay . If you do, return this card from your graveyard to your hand. Otherwise, exile this card.)2/1
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Prevent all combat damage that would be dealt this turn.
Memory — Instead, prevent all combat damage creatures your opponents control would deal this turn if there are five or more cards in exile. |
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Staying Power — Target creature can’t attack or block until the end of the next turn.
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Enchant creature
Enchanted creature gets +4/-4. |
When Fluff Witch enters the battlefield, you may search your library for a Plains card, reveal it, put it into your hand, then shuffle your library.
: Fluff Witch gets +0/+1 until end of turn.1/2
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![]() : Target creature gets -1/-1 until end of turn.3/1
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Reflected Future
(rare)
Mustachioed Cream Puffs
(uncommon)
Forgotten
(uncommon)
Flames to the Void
(uncommon)
Deep Wound
(common)
Unexpected Growth
(common)
New Arrival Kyouko
(common)
Eyeball Witch
(common)
Persistent Madoka
(common)
Calm before the Storm
(common)
Isolated Barrier
(common)
Throw Caution to the Wind
(common)
Fluff Witch
(common)
Extinguisher
(common)
Forest
(basic)




