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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(Calm Waters isn’t a spell.)
When Calm Waters enters the battlefield, put all other Fields you control on the bottom of their owner’s libraries. : Add to your mana pool.
At the beginning of each player’s draw step, that player draws an additional card. |
When Snake Witch enters the battlefield or causes grief, target player sacrifices a creature.
Grief 6 (When this creature dies, exile it with 6 grief counters on it. At the beginning of your upkeep, it causes grief if there is a grief counter on it. Whenever damage would be dealt to you, its controller may remove that many grief counters from this instead.) 2/2
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If an activated or triggered ability from a Demon source would cause you to sacrifice one or more permanents, you may sacrifice Deathpact Apple instead.
“The trip to the human world would be worth it just for the apples. What’s the best way to describe these... ‘juicy?’”
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Put target creature that is about to be exiled into its owner's graveyard instead.
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RPG deals 10 damage to target Wall. Add
![]() to your mana pool. |
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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.) |
Staying Power — Target creature can’t attack or block until the end of the next turn.
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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. |
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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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. |
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Counter target spell unless its controller pays
.
Memory — Counter that spell unless its controller pays instead if there are five or more cards in exile. |
Equipped creature gets +2/+0 and has lifelink.
Equip ![]() |
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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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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Calm Waters
(rare)
Snake Witch
(uncommon)
Deathpact Apple
(uncommon)
Twisted Mercy
(uncommon)
RPG
(common)
Dessert Sampler
(common)
Isolated Barrier
(common)
Pipe Bomb
(common)
Big Eater
(common)
Not Breathing
(common)
I've Done This Before
(common)
Sayaka's Cutlass
(common)
Deep Wound
(common)
Persistent Madoka
(common)
Mountain
(basic)
Enchantment Land – Field
: Add
to your mana pool.





instead if there are five or more cards in exile.