Pantheon of Szykielwa: Virtual Booster
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| Mechanics | Skeleton | Szkielwa and its Gods | Heresy |
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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Create a token copy of each nontoken creature you control.
"Klling a god, I think you'd learn a hunter and prey experience beyond what any of your god's priests would tell you." -Bonifacy to Stanisław
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At the beginning of your endstep, put a +1/+1 counter on each other green creature you control.
Wazykt's Legacy emulates their length of life; Mishar-Rashim's Pursuit emulates their ferocity; and the Mystery of Polfsa learns everything about them.
6/6
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When Apostates' Theses enters the battlefield, target creature loses all colors until end of turn.
, : Target creature loses all colors until end of turn. If that creature had any +1/+1 counters on it, you may remove one.
, : Put a +1/+1 counter on target colorless creature. |
Target player reveals their hand. Exile two nonland cards from that player's hand until the beginning of your next upkeep.
The avatar Kazwyn's movement itself is a storm.
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Target tapped creature you control deals damage equal to its power to target creature.
Draw a card. Bonifacy never asked for Stanisław to kill the God he worshipped, just a god.
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Moldering Cottage enters the battlefield tapped.
: Add or .
As long as you control a God, if a spell or ability would allow you to search for a basic Swamp or Forest, you may search for Moldering Cottage instead. |
Pay 1 life, sacrifice Crematory Devil: Remove a counter from target creature. Then, deal 1 damage to it.
They love the roaring retorts of Hornkaras's temples, not that they can withstand the flames.
1/1
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Target player who controls a nonland permanent reveals their hand. Choose a nonland card that doesn't share a color with a permanent they control. That player discards that card.
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Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.) Enchanted creature gets +2/+2 and has "when this creature dies, you may return an enchantment from your graveyard to your hand." |
Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.) Enchanted creature gets +1/+3, gains flying and "This creature must attack each turn if able." |
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Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.) Whenever another creature you control dies, choose 1: •Enchanted creature gets +1/+1 until end of turn. •Scry 1 |
Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.) Enchanted creature gets +2/+2 and has vigilance. "The hunted must constantly determine what and where their hunters are." -Ancient Root Texts of Mishar-Rashim
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Target attacking or blocking creature gains double strike until end of turn. If that creature is blue, it gains flying until end of turn.
Robbery? Ask the suspects. A murder? Look for clues. Dissent? Engage with prejudice.
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At the beginning of your endstep, each opponent mills 1 card for each of Agent of Paranoia's colors.
Influence ![]() (If Agent of Paranoia isn't Influenced, it becomes Influenced. Put a +1/+1 counter on it and it becomes black in addition to its other colors.)2/3
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Hunter and Hunted
(rare)
Bellowing Beast
(uncommon)
Apostates' Theses
(uncommon)
Imminent Disaster
(uncommon)
Atheist Bluntness
(common)
Moldering Cottage
(common)
Crematory Devil
(common)
Desecration
(common)
Color-Bearer
(common)
Falcon Flight
(common)
Hunting Each Other
(common)
Watchful Eyes
(common)
Full Force
(common)
Agent of Paranoia
(common)
Plains
(basic)




,
: Target creature loses all colors until end of turn. If that creature had any +1/+1 counters on it, you may remove one.
or
