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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(
can be paid with either or 2 life.)
Evoke costs you pay cost less. |
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities. |
Staying Power — Gain control of target creature until the end of the next turn. Untap that creature. It gains haste until end of turn.
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Exile target creature.
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Target creature gains protection from artifacts or from the color of your choice until end of turn.
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.) |
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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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![]() : 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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Exile target creature that dealt 3 or more damage this turn.
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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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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. |
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Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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Any player may have Want Some? deal 4 damage to him or her. If no one does, target player gains 10 life.
“You have until I’m done with my chocolate.” -Kyouko Sakura
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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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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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Mechanical Evocation
(rare)
Mean Streets
(uncommon)
Twist Your Words
(uncommon)
Charlotte’s Bite
(uncommon)
Dessert Sampler
(common)
Walking on Air
(common)
Dirt Witch
(common)
Shoot Back
(common)
New Arrival Kyouko
(common)
The Path I've Chosen
(common)
Eyeball Witch
(common)
Want Some?
(common)
Thunderang
(common)
Deep Wound
(common)
Mountain
(basic)

or 2 life.)
: Add
to your mana pool.
or
to your mana pool. Activate this ability only if you control two or more cities.
