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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Each player secretly chooses a number, then reveals those numbers.
The player or players with the highest chosen number draws cards equal to their chosen number. Then those players lose life equal to the combined total of all chosen numbers. |
, : Scry 1.
, : Target creature gains flying until end of turn."Any beast can be tempered and tamed, providing the right incentive."
1/3
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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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At the beginning of your upkeep, lose 2 life.
When you have seven or less life, transform NTC #038. 4/4
Lifelink
5/5
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Deal 5 damage to target flying creature or planeswalker.
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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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Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 2/2
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Copy target activated ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Replica – When Twin Ballista enters the battlefield, if it's not a token, create a token copy of it.
, Sacrifice Twin Ballista: Deal 2 damage to target creature or planeswalker. |
Reveal cards from the top of your library until you reveal a land card. Put that card in your hand, and the rest into your graveyard.
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Substitute
![]() (![]() , Return a blocking creature you control to hand: Put this card onto the battlefield from your hand blocking all creatures the returned creature was blocking.)
Lifelink I heard you were talking trash about my little brother?
3/3
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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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"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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Truth or Dare
(mythic)
Magus of Inversion
(uncommon)
Enfeebler Mage
(uncommon)
Cultist of the Fallen Angel
(uncommon)
Bring Low
(common)
Noseferatu
(common)
Purifying Spirit
(common)
Imitate
(common)
Twin Ballista
(common)
Till
(common)
Big Bro
(common)
Walking Windmill
(common)
Sunsword Underdog
(common)
Bristling Walrus
(common)
Forest
(basic)



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: Scry 1.
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Creature – Human Warlock
Creature – Angel Horror