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| Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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As an additional cost to cast Knowledge of Asharta pay
![]() unless you reveal any number of cards from your hand with a total of five or more blue mana symbols in their mana costs.
Draw five cards. Each opponent exiles the top five cards of their library. |
Creatures you control and haven’t controlled since the beginning of your most recent turn get +2/+2.
3/2
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The creatures with the highest power and second highest power fight each other.
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Target creature you control deals damage equal to its power to target creature an opponent controls.
Another target creature you control deals damage equal to its power to another target creature an opponent controls. |
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Create a 1/1 white Bird creature token with flying.
If you control a creature with the greatest power or tied for greatest power, create two of those tokens instead. Sunsparrows dance defiantly in the shadows of their larger kin.
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Flying
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) “I never noticed before the resemblance of those small coastal predators to the terrors that hunt mammoths far inland.”
—Mmoya, eye witch 1/1
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Trample
Snorting Spikebearer enters the battlefield with two +1/+1 counters on it. When Snorting Spikebearer dies, distribute its counters among up to that many target creatures. Every part of the beast is used.
2/3
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Defender
As long as Amphin Runebearer is enchanted, it can attack as though it didn't have defender. Only once the full pattern is engraved will the champion join the sacred hunt for surface-dwellers.
3/5
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When Fire-Rage Warrior enters the battlefield, target creature gets +2/+0 and gains haste until end of turn.
2/2
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Flying
Whenever Flitterscale Swarmer attacks, if you control another creature named Flitterscale Swarmer, Flitterscale Swarmer gets +1/+1. 1/1
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Pack Raptor has haste as long as you control another creature named Pack Raptor.
2/1
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Head Wound deals 3 damage to target player. Then that player loses an additional 3 life unless they discard a card.
How many problems could there possibly be that don't fall over after a big enough stone to the head?
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Deathtouch
When Coldblood Shaman enters the battlefield, you may search your library for a Crocodile, Lizard, Turtle and/or Snake card, reveal it, put it into your hand, then shuffle. 3/1
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Flash
When Reptilian Broodmother enters the battlefield, target creature you control gains hexproof until end of turn. 1/3
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1/1
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Knowledge of Asharta
(rare)
Secretive Undorak
(uncommon)
Clash of the Titans
(uncommon)
Teeth and Claws
(uncommon)
Primal Flock
(common)
Slickwing
(common)
Snorting Spikebearer
(common)
Amphin Runebearer
(common)
Fire-Rage Warrior
(common)
Flitterscale Swarmer
(common)
Pack Raptor
(common)
Head Wound
(common)
Coldblood Shaman
(common)
Reptilian Broodmother
(common)
Plains
(basic)
Soldier
(token)





