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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Erode (This creature deals damage to creatures in the form of -1/-1 counters and to players in the form of putting that many cards from the top of that player’s library into his or her graveyard.)
Mind Crabs doesn’t die for having 0 or less toughness. (1 or more damage destroys it normally.) 4/0
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Flames to the Void deals 2 damage to each creature and each player. If a creature dealt damage this way would die this turn, exile it instead.
The bodies of those who die inside a witch’s world are never found.
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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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Everything is white until end of turn.
Everything has protection from white until end of turn. |
Staying Power — Target creature gets +5/+5 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. |
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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![]() , Sacrifice Opal Jellyfish: Tap target creature.
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.) 1/1
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Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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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.) |
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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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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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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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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.) |
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Mind Crabs
(rare)
Flames to the Void
(uncommon)
Wall of Guns
(uncommon)
Blinding Brilliance
(uncommon)
Boost
(common)
Not Breathing
(common)
Fluff Witch
(common)
Opal Jellyfish
(common)
Eyeball Witch
(common)
Split Shot
(common)
Deep Wound
(common)
New Arrival Kyouko
(common)
Persistent Madoka
(common)
Unexpected Growth
(common)
Plains
(basic)


: Wall of Guns deals 1 damage to each creature it’s blocking.

