Mounting Misfortune: Virtual Booster
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| Mechanics |
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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Enlighten (If the difference between your life total and that of another player is 7 or more, you achieve enlightenment for the rest of the game.)
As long as you are enlightened, artifact creatures you control get +1/+1. He is hailed by many as a genius who would bring about an age of enlightenment.
2/3
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Enshrine target creature spell. If a card is exiled this way, draw a card. (Exile that card face down, then create a legendary Shrine artifact token with “When this artifact leaves play, return the exiled card to its owner’s hand.”)
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Draughian Hound can’t attack alone.
Draughian Hound has vigilance as long as you control a Knight or a Soldier. 2/1
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Prevent all damage a source of your choice would deal this turn. If that source was black or red, you gain life equal to the amount of damage prevented this way.
Skill always trumps raw strength.
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Enlighten (If the difference between your life total and that of another player is 7 or more, you achieve enlightenment for the rest of the game.)
Insatiable Wurm has trample as long as you’re enlightened. 6/5
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Create two green 2/2 Wolf creature tokens with brutal. (If a creature with brutal would deal damage to a creature with higher power or toughness, it deals double that damage instead.)
Nothing, save death, can force a wolf pack to back down until they catch their prey.
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Shadow Prowler gets +0/+1 and has deathtouch as long as you control a green permanent.
2/2
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Destroy target enchantment.
Gain 3 life. “I lost my train of thought...”
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Target blocking creature gains double strike until end of turn.
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Defender, reach
Empower 2 (Tap a creature you control with power 2 or more: This artifact becomes empowered for as long as that creature remains tapped. You may choose not to untap that creature during your untap step.) Menacing Suit has +2/+0 and loses defender as long as it’s empowered. 0/4
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Create two 1/1 red and white Human Soldier creature tokens.
Up to two target creatures can't block this turn. |
When Enterprising Initiate enters the battlefield, look at the top four cards of your library. You may reveal an artifact or enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
2/2
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Enlighten (If the difference between your life total and that of another player is 7 or more, you achieve enlightenment for the rest of the game.)
Target creature gets -1/-1 until end of turn. If you’re enlightened, it gets -2/-2 until end of turn instead. |
Enlighten (If the difference between your life total and that of another player is 7 or more, you achieve enlightenment for the rest of the game.)
Enchanted creature can’t attack or block. As long as you’re enlightened, enchanted creature’s activated abilities can’t be activated. |
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Grand Inventor
(rare)
Immerse in Oil
(uncommon)
Draughian Hound
(uncommon)
Riposte
(uncommon)
Insatiable Wurm
(common)
Spur the Pack
(common)
Shadow Prowler
(common)
Obfuscate
(common)
Desperate Scuffle
(common)
Menacing Suit
(common)
Somber Parade
(common)
Enterprising Initiate
(common)
Deadly Technique
(common)
Arresting Enlightenment
(common)
Plains
(basic)




