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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(Calm Waters isn’t a spell.)
When Calm Waters enters the battlefield, put all other Fields you control on the bottom of their owner’s libraries. : Add to your mana pool.
At the beginning of each player’s draw step, that player draws an additional card. |
: Add to your mana pool.
Build ![]() ![]() — You gain 4 life. (When this land enters the battlefield, you may pay ![]() ![]() to activate this ability.) |
: Add to your mana pool.
: Add or to your mana pool. Activate this ability only if you control two or more cities. |
: 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. |
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. |
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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 gets -1/-1 until end of turn.3/1
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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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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.) |
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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Staying Power — Target creature can’t attack or block until the end of the next turn.
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Whenever a card is put into exile from anywhere, you may gain 1 life.
1/1
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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. |
RPG deals 10 damage to target Wall. Add
![]() to your mana pool. |
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Calm Waters
(rare)
Hospital
(uncommon)
Mean Streets
(uncommon)
Greed Plaza
(uncommon)
Pipe Bomb
(common)
Angry Sayaka
(common)
Extinguisher
(common)
Deep Wound
(common)
Unexpected Growth
(common)
Persistent Madoka
(common)
Isolated Barrier
(common)
Cake Mami
(common)
Calm before the Storm
(common)
RPG
(common)
Plains
(basic)
Enchantment Land – Field
: Add
to your mana pool.
to your mana pool.

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