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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Hypnotoad must be blocked if able.
When Hypnotoad becomes blocked by a creature, exchange control of Hypnotoad and up to one target creature that blocked it. (Remove those creatures from combat.) 4/3
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Absorb 2 (If a source would deal damage to a Blood Servant, prevent 2 of that damage.)
Whenever damage to Blood Servant is prevented, lose 2 life. "Occasionally, I forget and wring the pipsqueak's neck. I can still feel the bruises from last week."
--Lim-Dûl, the Necromancer 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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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. |
Defender
Harvest (You may have Wall of Berries enter the battlefield tapped.) When Wall of Berries enters the battlefield tapped, gain 2 life. 0/6
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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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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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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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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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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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Deal 5 damage to target flying creature or planeswalker.
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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. |
"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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Hypnotoad
(rare)
Blood Servant
(uncommon)
Cultist of the Fallen Angel
(uncommon)
Path of Blossoms
(uncommon)
Wall of Berries
(common)
Purifying Spirit
(common)
Budding Thallid
(common)
Chittering Horizon
(common)
Discreet Intruder
(common)
Forest Stroll
(common)
Walking Windmill
(common)
Bring Low
(common)
Blessing of the Archangel
(common)
Bristling Walrus
(common)
Mountain
(basic)



Creature – Human Warlock
Creature – Angel Horror
