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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At the end of your opponent’s turn, you gain life equal to the amount of damage that was dealt to you this turn.
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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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Put a 1/1 white Witch creature token onto the battlefield.
Memory — Put three of those tokens onto the battlefield instead if there are five or more cards in exile. |
Red Drain (Prevent all damage that would be dealt to this creature from red sources. You gain life equal to the damage prevented this way.)
, : Pyro Jack deals 1 damage to target creature or player.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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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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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.) |
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.) |
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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Staying Power — Target creature gets +5/+5 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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Stubborn (This creature cannot be exiled or sacrificed and its toughness cannot be reduced to less than 1.)
1/1
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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.) |
![]() : Regenerate Dirt Witch. (The next time this creature would be destroyed this turn, it isn’t. Instead, remove all damage from it and remove it from combat.)2/1
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Auto-Regen
(rare)
Spear Slicer
(uncommon)
Mustachioed Cream Puffs
(uncommon)
Pyro Jack
(uncommon)
Split Shot
(common)
New Arrival Kyouko
(common)
Blink and You'll Miss It
(common)
Unexpected Growth
(common)
Deep Wound
(common)
Boost
(common)
Persistent Madoka
(common)
Angry Sayaka
(common)
Dessert Sampler
(common)
Dirt Witch
(common)
Forest
(basic)




: Pyro Jack deals 1 damage to target creature or player.
