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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All other Magic Girls lose all abilities and are 1/1 Humans.
“My battlefield is not here. No matter how many times it takes, I will always return to repeat the same period of time over and over again until I find the exit.” -Homura Akemi
3/2
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Exile target creature.
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Draw a card.
Memory — Draw two cards instead if there are five or more cards in exile. |
Wall (This permanent can block as though it were a creature. Lethal damage destroys it as though it were a creature.)
Creatures Ribbon Net blocks do not untap during their controller’s next untap step. 0/3
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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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Sacrifice Homuotter: Return target creature to its owner’s hand.
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.)1/1
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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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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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Staying Power — Target creature can’t attack or block until the end of the next turn.
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"Sorry I'm late."
4/1
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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. |
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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Split Shot deals 2 damage divided as you choose among one or two target creatures and/or players.
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.) |
“Make sure you keep our secret.”
8/4
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The Last One Standing
(rare)
Charlotte’s Bite
(uncommon)
Learn from Your Mistakes
(uncommon)
Ribbon Net
(uncommon)
Calm before the Storm
(common)
Homuotter
(common)
Walking on Air
(common)
Fluff Witch
(common)
Isolated Barrier
(common)
Newbie Sayaka
(common)
Pipe Bomb
(common)
Deep Wound
(common)
Split Shot
(common)
Newbie Madoka
(common)
Mountain
(basic)




