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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Target creature becomes an Equipment artifact with “Equipped creature has all abilities of this permanent. You may spend mana as though it were mana of any color to pay the activation costs of equipped creature’s abilities.” Attach it to target creature you control. When it becomes unattached, end this effect. (If any of the abilities use that card’s name, use “equipped creature” instead.)
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Exile target creature.
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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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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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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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Prevent all combat damage that would be dealt this turn.
Memory — Instead, prevent all combat damage creatures your opponents control would deal this turn 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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Counter target spell unless its controller pays
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Memory — Counter that spell unless its controller pays instead if there are five or more cards in exile. |
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.) |
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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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.) |
![]() : Target creature gets -1/-1 until end of turn.3/1
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: Fire Thinker deals 1 damage to target creature or player.
Memory — : Fire Thinker deals 2 damage to target creature or player. Activate this ability only if there are five or more cards in exile.2/1
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Exile target creature that dealt 3 or more damage this turn.
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Weaponize Soul
(rare)
Charlotte’s Bite
(uncommon)
Snake Witch
(uncommon)
Twist Your Words
(uncommon)
Persistent Madoka
(common)
Calm before the Storm
(common)
Fluff Witch
(common)
I've Done This Before
(common)
Split Shot
(common)
Deep Wound
(common)
Unexpected Growth
(common)
Extinguisher
(common)
Fire Thinker
(common)
Shoot Back
(common)
Island
(basic)





instead if there are five or more cards in exile.
: Fire Thinker deals 1 damage to target creature or player.