Branches of Skavjando: 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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Prevent all damage that would be dealt to creatures you control until end of turn. Then, if you control a transformed creature put a +1/+1 counter on each creature you control.
Feathers fell, heavy enough to weigh weapons to ground.
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First strike, deathtouch
Humans and elves boast of when they defeat giants and trolls, yet it's more common that the elves and humans die.
8/8
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Flash
When Breeching Dolphin enters the battlefield, spells cost more to cast until end of turn.So beautiful you're ambivalent to the water ruining your spell.
2/2
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When Soul Channeler enters the battlefield, deal X damage to target creature and gain X life, where X is the number of spirits you control.
"Souls grow lonely and angry without friends or family. These souls have something to tell you Khzgeru."-Akilf, Shrine Maiden
2/2
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Enchant creature
Enchanted creature gains flying and "abilities of creatures you control in exile cost less to activate." |
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Whenever another creature enters the battlefield under your control, you may gain 1 life.
Transform Horncaller Priest at the beginning of each combat. "Come, we will hold against the giants in body, and our souls against the fated oblivion."
1/3
When Lifeblood Martyr dies, you may gain 5 life.
Transform Lifeblood Martyr at the end of each combat. His death was the beginning of another day for children's cries and blooming flowers.
1/5
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Flying
Realm- When Raven of Recollection enters the battlefield, if you control three or more islands, you may return target instant or sorcery from your graveyard to your hand. 2/1
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Put a +1/+1 counter on target creature.
Realm- If you control three or more forests, you may draw a card. |
Hall of Smarin enters the battlefield tapped unless you control a God.
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Enchant land
Enchanted land gains " , : Gain 2 life and Carve a Green Rune (Create a Green Rune enchantment token with " , Sacrifice this enchantment: Target creature you control gets +2/+2 until the end of the turn.")." |
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Purify
( , Exile this card from your graveyard: Create a 1/1 black spirit token with lifelink. Purify only as a sorcery)Never humbled, a soul cannot pass while weakness persists.
4/5
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Each opponent discards at random. Whenever a nonland is discarded this way, Carve a Black Rune (Create a black Rune enchantment token with "
, Sacrifice this enchantment: Target creature gets -1/-1 until the end of the turn.). |
Deal 3 damage to any target. If a target dealt damage this way would be put into a graveyard this turn, exile it instead.
That stranger, his fire purged the soul until there was nothing left.
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Vindictive Marauder can't block.
Purify ![]() (![]() , Exile this card from your graveyard: Create a 1/1 black spirit token with lifelink. Purify only as a sorcery).The humans of Jornin often prefer enemies' blood to armor.
3/1
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Shielding Grace
(rare)
Nichuf War Chief
(uncommon)
Breeching Dolphin
(uncommon)
Soul Channeler
(uncommon)
Become the Messenger
(common)
Horncaller Priest
(common)
Raven of Recollection
(common)
Boons of Training
(common)
Hall of Smarin
(common)
Wilderness Emboldened
(common)
Darkheart Ogre
(common)
Paint Horror
(common)
Wicked Flames
(common)
Vindictive Marauder
(common)
Swamp
(basic)







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