[Tribute] Ahrox: Virtual Booster
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| Mechanics | 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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Flash
Flying ![]() : Archangel of Punishment deals 2 damage to each creature that has dealt damage to you this turn.3/5
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Vigilance
When Prison Transport enters the battlefield, exile target creature an opponent controls until Prison Transport leaves the battlefield. Crew 2 Since the day Ozka was brought in, her mind was focussed on the day one of the same carriages would deliver her to freedom again.
3/5
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Flying
At the beginning of your end step, if you have cast no spells from your hand this turn and Giant Cave Swallow has attacked this turn, draw a card. Inmates pressed into mining service encounter all kinds of expected dangers – and some unexpected.
3/3
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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Eyes in the Skies comes into play, detain target creature you don't control. When Eyes in the Skies dies, detain target creature you don't control. 1/3
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Defer
![]() (Rather than cast this card from your hand, you may pay ![]() and exile it. At the beginning of your next upkeep, if this card is exiled, you may cast it without paying its mana cost.)
Create a 2/2 white Soldier creature token with vigilance. If Guard Transfer's mana cost was paid, create two of those tokens instead. |
: Cobra-Gang Flunkies gains intimidate until end of turn.3/2
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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Jailmage of Subdual enters the battlefield, mill three cards. When you mill a land card this way, detain up to one target creature. 2/2
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Enchant creature
Enchanted creature gets -2/-0. : Target creature you control fights enchanted creature.The prisoners are united in their hatred of the guards. Those that would collaborate with the wardens would find themselves worse than ostracized.
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Enchant creature
Enchanted creature must block each combat if able. ![]() : When enchanted creature dies this turn, draw two cards.Bloodsports are a favored pass time among the inmates, and not every contender enters the ring by choice.
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Lifelink (Damage dealt by this creature also causes you to gain that much life.)
When Sun-Cult Preacher dies, create a 1/1 white Warrior creature token with lifelink. In the pits a new religion formed around the sun crossing the distant sky above, ultimate symbol of freedom from the eternal dusk below.
1/1
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As an additional cost to play Gang Initiation, tap a creature you control.
Destroy target creature. If a creature was destroyed this way, you may put a +1/+1 counter on a creature that was tapped to play Gang Initiation. |
Whenever you cast a spell that targets Moonshadow Burglar, Moonshadow Burglar gets +1/+1 and gains flying until end of turn.
She was talented, but obviously no match for local law enforcement.
2/1
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![]() , Discard a card: Ainok Brawler gets +4/+4 until end of turn.2/2
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When Frenzied Ainok enters the battlefield, you may discard a card. If you do, draw a card.
Ainok were meant to roam the vast wilderness. Captivity erodes their sanity even more quickly than other prisoners'.
2/1
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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Archangel of Punishment
(mythic)
Prison Transport
(uncommon)
Giant Cave Swallow
(uncommon)
Eyes in the Skies
(uncommon)
Guard Transfer
(common)
Cobra-Gang Flunkies
(common)
Jailmage of Subdual
(common)
Dangerous Rumors
(common)
Forced into Battle
(common)
Sun-Cult Preacher
(common)
Gang Initiation
(common)
Moonshadow Burglar
(common)
Ainok Brawler
(common)
Frenzied Ainok
(common)
Forest
(basic)
Rogue
(token)



: Archangel of Punishment deals 2 damage to each creature that has dealt damage to you this turn.

: Cobra-Gang Flunkies gains intimidate until end of turn.
: Target creature you control fights enchanted creature.
: When enchanted creature dies this turn, draw two cards.