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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Vehicle (Indestructible. Damage is dealt to this creature in the form of -0/-1 counters.)
Deep Sub and riding creatures have islandwalk. Ride ( : Attach to another target creature you control. Ride only as a sorcery. Vehicles can be ridden by any number of creatures. Riding creatures can only attack or block with this creature.)4/14
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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.)
: Wall of Guns deals 1 damage to each creature it’s blocking.0/4
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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. |
Choose up to three — Target creature gets +5/+5 until end of turn; or all creatures able to block target creature do so this turn; or sacrifice a creature, then gain life equal to its power.
Forget ![]() (Choose one if you cast this for its forget cost.) |
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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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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Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Memory — You may play up to two additional lands this turn if there are five or more cards in exile. |
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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Staying Power — Target creature can’t attack or block until the end of the next turn.
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Target creature gets -2/-2 until end of turn.
Memory — That creature gets -6/-6 instead if there are five or more cards in exile. |
Memory — Creative Mami gets +2/+2 and has flying if there are five or more cards in exile.
1/1
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: Add to your mana pool.
: Add to your mana pool. Activate this ability only if you control four or more cities. |
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Deep Sub
(rare)
Wall of Guns
(uncommon)
Mustachioed Cream Puffs
(uncommon)
Forgotten Instincts
(uncommon)
New Arrival Kyouko
(common)
Big Eater
(common)
Eyeball Witch
(common)
The Path I've Chosen
(common)
Throw Caution to the Wind
(common)
Deep Wound
(common)
Isolated Barrier
(common)
Not Breathing
(common)
Creative Mami
(common)
City
(common)
Island
(basic)
(
: Wall of Guns deals 1 damage to each creature it’s blocking.


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