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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Vehicle (Indestructible. Damage is dealt to this creature in the form of -0/-1 counters.)
Deep Sub and riding creatures have islandwalk. Ride ( : Attach to another target creature you control. Ride only as a sorcery. Vehicles can be ridden by any number of creatures. Riding creatures can only attack or block with this creature.)4/14
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: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities. |
Enchant creature or land
Enchanted permanent is a Swamp. (It loses all other abilities and card types and is a land with “ : Add to your mana pool.”) |
Put target creature that is about to be exiled into its owner's graveyard instead.
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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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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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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. |
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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RPG deals 10 damage to target Wall. Add
![]() to your mana pool. |
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. |
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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. |
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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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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Return target nonland permanent to its owner’s hand.
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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Deep Sub
(rare)
Construction Zone
(uncommon)
Reincarnate As Poop
(uncommon)
Twisted Mercy
(uncommon)
New Arrival Kyouko
(common)
Fluff Witch
(common)
Not Breathing
(common)
Big Eater
(common)
RPG
(common)
I've Done This Before
(common)
The Path I've Chosen
(common)
Deep Wound
(common)
Walking on Air
(common)
Blink and You'll Miss It
(common)
Plains
(basic)
(
: Add
or
to your mana pool. Activate this ability only if you control two or more cities.



instead if there are five or more cards in exile.