[Alchemy] Alchemist's Domain: Virtual Booster
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| Mechanics | Specialize Index |
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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Double team (When this creature attacks, if it's not a token, conjure a duplicate of it into your hand. Then both cards perpetually lose double team.)
When Rotten Crowd enters the battlefield, you lose 2 life and create a 2/2 black Zombie creature token. 2/2
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As an additional cost to cast this spell, discard a card.
5/5
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When Hallowed Rite enters the battlefield, conjure a Hallowed Priest card into your hand.
Whenever a creature enters the battlefield under your control or dies, you gain 1 life. |
Flash
When Windpipe Crusher enters the battlefield, conjure a Compound Fracture card into your hand and another one into your graveyard. 2/3
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When Goblin Gang Leader enters the battlefield, create two 1/1 red Goblin creature tokens.
2/2
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Whenever Lion-Eyed Cleric attacks, perpetually increase its intensity by 1.
When Lion-Eyed Cleric dies, you gain life equal to its intensity. 2/2
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Double team (When this creature attacks, if it's not a token, conjure a duplicate of it into your hand. Then both cards perpetually lose double team.)
When Tasty Tuskers dies, you gain 4 life. 4/4
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Whenever Dead-Eyed Rogue attacks, perpetually increase its intensity by 1.
When Dead-Eyed Rogue dies, each player loses life equal to its intensity. 2/3
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Trample
When Baloth Packhunter enters the battlefield, put two +1/+1 counters on each other creature you control named Baloth Packhunter. 3/3
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Flash (You may cast this spell any time you could cast an instant.)
2/1
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Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Hawk-Eyed Scout attacks, perpetually increase its intensity by 1. When Hawk-Eyed Scout dies, draw X cards, then discard that many cards, where X is Hawk-Eyed Scout's intensity. 2/1
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Specialize
(Pay , choose a color, discard a card of that color or associated basic land type: This creature perpetually specializes into that color. Activate only as a sorcery.)1/2
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Double team (When this creature attacks, if it's not a token, conjure a duplicate of it into your hand. Then both cards perpetually lose double team.)
When Invading Worms dies, each opponent loses 1 life. 1/1
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Starting intensity 2
Whenever Advancing Phalanx attacks, it gets +X/+0 until end of turn, where X is its intensity, then perpetually increase its intensity by 1. 0/4
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Rotten Crowd
(common, foil)
Mardu Outrider
(rare)
Hallowed Rite
(uncommon)
Windpipe Crusher
(uncommon)
Goblin Gang Leader
(uncommon)
Lion-Eyed Cleric
(common)
Tasty Tuskers
(common)
Dead-Eyed Rogue
(common)
Baloth Packhunter
(common)
Nimble Pilferer
(common)
Hawk-Eyed Scout
(common)
Pilgrim of Voices
(common)
Invading Worms
(common)
Advancing Phalanx
(common)
Mountain
(basic)





