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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Other creatures you control get +1/+1.
3/3
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Clan--Choose Mortal or Kami. (Choose Mortal or Kami. For the rest of the game, you must make the same choice when you Clan.)
Mortal--Gain 7 life. Destroy up to one target artifact or enchantment. Kami--Create three 1/1 colorless Spirit creature tokens. |
Treefolk creatures you control get +0/+2.
Other Elf creatures you control get +2/+0. 2/2
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Exile up to two target nontoken permanents, then return them to the battlefield under their owner's control. Creatures returned this way gain haste until end of turn.
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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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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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Hexproof
Probe (Whenever Discreet Intruder becomes blocked, you may untap Discreet Intruder and remove it from combat.) 1/2
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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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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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"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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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. |
Deal 5 damage to target flying creature or planeswalker.
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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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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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Scion of Loftfield
(rare)
Path of Blossoms
(uncommon)
Treefort Architect
(uncommon)
Revitalizing Rain
(uncommon)
Noseferatu
(common)
Forest Stroll
(common)
Discreet Intruder
(common)
Sunsword Underdog
(common)
Siege Angel
(common)
Bristling Walrus
(common)
Blessing of the Archangel
(common)
Bring Low
(common)
Walking Windmill
(common)
Budding Thallid
(common)
Island
(basic)




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