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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Vigilance, indestructible
You may have Implacable Ancestors assign its combat damage as though it weren't blocked. 3/3
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, , Sacrifice a creature: You may reveal a card named Weakness that you own from outside the game, and put it into your hand.3/2
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Cycling
Flashback ![]()
Target player discards two cards. Due to his suffering, Malzok no longer questioned whether the spell was too dark for his enemies. |
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
If you cast Confounding Warcry from your hand, creatures can't attack this turn. If you cast Confounding Warcry from exile, creatures can't block this turn |
"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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Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
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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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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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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. |
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Deal 5 damage to target flying creature or planeswalker.
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At the beginning of your upkeep, transform Chittering Horizon.
1/1
At the beginning of your upkeep, transform Bloodfeast Storm, then put a +1/+1 counter on it.
3/3
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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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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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Implacable Ancestors
(rare)
Enfeebler Mage
(uncommon)
Grave Beckoning
(uncommon)
Confounding Warcry
(uncommon)
Bristling Walrus
(common)
Reckless Overclock
(common)
Sunsword Underdog
(common)
Forest Stroll
(common)
Noseferatu
(common)
Blessing of the Archangel
(common)
Bring Low
(common)
Chittering Horizon
(common)
Purifying Spirit
(common)
Walking Windmill
(common)
Forest
(basic)


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, Sacrifice a creature: You may reveal a card named Weakness that you own from outside the game, and put it into your hand.
Sorcery

