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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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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Flying
If combat damage from Keeper of the Rolls deals lethal damage to a player who has not signed this card, that player signs this card. Keeper of the Rolls gets +1/+1 for each person who has signed this card in that way. 3/3
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When Serum Distiller enters the battlefield, draw a card.
When Serum Distiller dies, discard two cards. : Target player gains control of Serum Distiller. Activate this ability only when you could cast a sorcery.4/4
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Hexproof
Tap five untapped creatures named Adept of the Mirror: Create a 10/10 blue Awakened Reflection creature token with flying. 2/5
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Treefolk creatures you control get +0/+2.
Other Elf creatures you control get +2/+0. 2/2
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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
Target creature gets +2/+1 until end of turn.
Target creature gains flying until end of turn. Target creatuer gains first strike until end of turn. Target creature gains vigilance until end of turn. |
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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Whenever you cast your second spell in a turn, create a colorless Scrip artifact token.
![]() , Sacrifice two artifacts: Siege Angel gets +2/+2 until end of turn.2/2
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Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
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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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Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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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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"It's napping by our camp because it doesn't fear you. Maybe think about that before stabbing this two ton monster?"
--Yorba Zekidotter, Reef Pirate 2/2
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Forest Stroll
(common, foil)
Keeper of the Rolls
(mythic)
Serum Distiller
(uncommon)
Adept of the Mirror
(uncommon)
Treefort Architect
(uncommon)
Resonant Shriek
(common)
Blessing of the Archangel
(common)
Noseferatu
(common)
Siege Angel
(common)
Reckless Overclock
(common)
Walking Windmill
(common)
Sunsword Underdog
(common)
Forest Stroll
(common)
Bristling Walrus
(common)
Forest
(basic)





, Sacrifice two artifacts: Siege Angel gets +2/+2 until end of turn.