Eluim: Virtual Booster
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| Mechanics | Skeleton |
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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Enchanted creature loses all abilities and gains a +1/+1 counter.
A good dock hand doesn't need to any wits, just enough muscles to move a small war machine or two.
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Deathtouch
Whenever a creature you don't control attacks put a +1/+1 counter on Paranoid Wretch unless its controller discards a card. 4/4
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Gain control of target land.
When Rocess estate refused to sell to their land to Lord Deval he procured a deed from Prince Hamish Basilette for a trifle amount.
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Equip
Equipped creature gets +2/+2 and gains "damage dealt by this creature can't be prevented." |
Whenever enchanted creature deals damage to a player shuffle it into its owner's library and return Hit and Run to its owner's hand.
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Target player puts X cards from the top of his or her library into his or her graveyard where X is twice the number of spells that player cast this turn.
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When Pick-pocketing Riff-Raff attacks discard a card at random and draw a card.
An immigrant's son, he finds the streets better than his old life of starvation and war.
2/1
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Draw a card whenever Deval's Whores deals damage to a creature with a +1/+1 counter on it.
Blood for lust.
2/2
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Until end of turn artifacts have protection from the color of your choice.
Dracus Gauding still keeps the simple prose lock, his first invention, in the door to his chambers.
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Once prized game, the resilient boars were driven to the furthest reaches of Eluim's wilderness.
4/4
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Defender
Equip abilities targeting Window Mannequin cost you less to activate.0/1
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: Target creature gains +2/+0 until end of turn."Take the amber pill before every game. Ten, just keep swining."- Coach Isaac.
1/1
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Put a +1/+1 counter on Kinvol Guard whenever an equipment is attached to it.
The best way to test new weapons is to see how the guards fare with them.
1/1
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, : The next creature that enters the battlefield under your control this turn enters with a +1/+1 counter.2/2
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Buffoonism
(uncommon, foil)
Paranoid Wretch
(mythic)
Eminent Domain
(uncommon)
Bludgeoning Baton
(uncommon)
Hit and Run
(uncommon)
Dismal Bookkeeping
(common)
Pick-pocketing Riff-Raff
(common)
Deval's Whores
(common)
Sentimental Value
(common)
Tuskmonger
(common)
Window Mannequin
(common)
Dodgy Trainer
(common)
Kinvol Guard
(common)
Game Warden
(common)
Swamp
(basic)





: Target creature gains +2/+0 until end of turn.