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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Creatures your opponents control can’t be targeted by the spells or abilities of their owners.
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Return target creature card from your graveyard to the battlefield unless a player has Rise from the Ashes deal 5 damage to him or her.
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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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: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities.
Build ![]() — Put a card in your graveyard on top of your library. |
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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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. |
Thunderang deals 1 damage to target creature or player. Put this card into your hand as it resolves.
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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. |
Curiosity (Whenever this creature deals combat damage to a player, draw a card.)
1/1
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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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: Add to your mana pool.
: Add to your mana pool. Activate this ability only if you control four or more cities. |
![]() : 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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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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Exile target creature that dealt 3 or more damage this turn.
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Communications Jamming
(rare)
Rise from the Ashes
(uncommon)
Spear Slicer
(uncommon)
Greed Plaza
(uncommon)
Fluff Witch
(common)
Pipe Bomb
(common)
Thunderang
(common)
The Path I've Chosen
(common)
Eyeball Witch
(common)
Big Eater
(common)
City
(common)
Dirt Witch
(common)
Deep Wound
(common)
Shoot Back
(common)
Plains
(basic)


: Add
or
to your mana pool. Activate this ability only if you control two or more cities.

