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, name a card. Then reveal a card at random from your library. If it’s the named card, put it into your hand and draw a card. Otherwise, put the revealed card on the bottom of your library.
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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. |
Draw a card.
Memory — Draw two cards instead if there are five or more cards in exile. |
Exile target creature.
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Thunderang deals 1 damage to target creature or player. Put this card into your hand as it resolves.
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Stubborn (This creature cannot be exiled or sacrificed and its toughness cannot be reduced to less than 1.)
1/1
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Staying Power — Target creature can’t attack or block until the end of the next turn.
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![]() : Regenerate Dirt Witch. (The next time this creature would be destroyed this turn, it isn’t. Instead, remove all damage from it and remove it from combat.)2/1
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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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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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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.) |
“Make sure you keep our secret.”
8/4
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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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Staying Power — Target creature gets +5/+5 until the end of the next turn.
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Deep Sea
(rare)
Arbor
(uncommon)
Learn from Your Mistakes
(uncommon)
Charlotte’s Bite
(uncommon)
Thunderang
(common)
Angry Sayaka
(common)
Isolated Barrier
(common)
Dirt Witch
(common)
Fluff Witch
(common)
New Arrival Kyouko
(common)
Unexpected Growth
(common)
Newbie Madoka
(common)
Deep Wound
(common)
Boost
(common)
Forest
(basic)




: Add 
