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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+1Put a +1/+1 counter on up to one target creature without a +1/+1 counter on it.
-3Exile target creature with a +1/+1 counter on it. -5Until end of turn, whenever a creature with a +1/+1 counter on it dies, it’s controller loses life equal to its power. 1
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Fast Strike (When this creature fights, it deals damage divided as you choose equal to its power to each creature it fights. When this creature attacks and isn't blocked it deals damage equal to its power to the defending player.)
2/1
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Link (When this creature enters the battlefield, you may reveal a Human and/or Rogue creature card in your hand and put it onto the battlefield face down as a 2/2 creature paired with this creature.)
Whenever you discard a card, you may turn the creature Frantic Conspirator is paired with face up. 1/1
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Choose up to three — Target creature gets +5/+5 until end of turn; or all creatures able to block target creature do so this turn; or sacrifice a creature, then gain life equal to its power.
Forget ![]() (Choose one if you cast this for its forget cost.) |
Stubborn (This creature cannot be exiled or sacrificed and its toughness cannot be reduced to less than 1.)
1/1
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"Sorry I'm late."
4/1
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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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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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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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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. |
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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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Memory — Kindhearted Madoka gets +2/+2 if there are five or more cards in exile.
2/2
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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. |
Staying Power — Target creature can’t attack or block until the end of the next turn.
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Kyubey, the Incubator
(mythic)
Spear Slicer
(uncommon)
Frantic Conspirator
(uncommon)
Forgotten Instincts
(uncommon)
Angry Sayaka
(common)
Newbie Sayaka
(common)
Walking on Air
(common)
Fluff Witch
(common)
Deep Wound
(common)
Calm before the Storm
(common)
Thunderang
(common)
Kindhearted Madoka
(common)
Pipe Bomb
(common)
Isolated Barrier
(common)
Island
(basic)


