Name That Card: Virtual Booster
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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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Budding Thallid enters the battlefield with a ? counter on it.
Remove a ? counter from Budding Thallid: Target creature gets +1/+1 until end of turn. 1/1
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X is the number of creatures on the battlefield as you cast this spell.
As long as you control a Mountain, Quantum Flames deals X damage to each creature and opponent. |
Hell of Arrows deals 3 damage to every target.
As the Benalish army sacrificed their flesh to the arrows all around him, Valyen whispered, "I've gone to a hell of arrows."
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If you have fewer cards than seven in your hand, draw cards equal to the difference, then discard a number of cards equal to what you drew.
The moment the djinni granted her wish for the knowledge Hamli sought, she knew she should have wished for memory.
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Exchange control of target creature you control and target creature you don't control until end of turn. Untap those creatures. They gain haste until end of turn.
Horses tend to follow the lead of their riders. Magic saddles are sometimes more discerning.
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Budding Thallid enters the battlefield with a ? counter on it.
Remove a ? counter from Budding Thallid: Target creature gets +1/+1 until end of turn. 1/1
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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
Walking Windmill enters the battlefield with three charge counters on it.
When a charge counter is removed from Walking Windmill, it gets +2/+2 until end of turn. 2/3
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Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 2/2
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Exile Noseferatu from your graveyard, put a finger on the side of your nose and hold it there: Each player may draw a card, except for the last person to hold a finger to the side of their nose.
"I don't get it."
--Cyrano de Bergerac 3/1
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Hexproof
Probe (Whenever Discreet Intruder becomes blocked, you may untap Discreet Intruder and remove it from combat.) 1/2
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Look at the top two cards of your library. You may reveal any creature or land cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
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Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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Budding Thallid
(common, foil)
Quantum Flames
(rare)
Hell of Arrows
(uncommon)
Glimpse of Eternity
(uncommon)
Switch Horses
(uncommon)
Budding Thallid
(common)
Resonant Shriek
(common)
Walking Windmill
(common)
Loreguard Captain
(common)
Purifying Spirit
(common)
Noseferatu
(common)
Discreet Intruder
(common)
Forest Stroll
(common)
Sunsword Underdog
(common)
Plains
(basic)
Sorcery




