(Generic)Isekai/Dungeon Test concepts: Virtual Booster
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| Mechanics | End Ideas |
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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Tier 3 (Tier 3 creatures aren't legendary as long as you control a Tier 4 creature. Creature spells you cast with Tier 1 cost
less to cast.)
Whenever you discard a card, each opponent discards a card. Spells opponents cast cost an additional X life to cast, where X is 7 minus the number of cards in their hand. 5/4
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, : Until end of turn Treasures you control have " : Add ."The Shauldris is a ship so great, that whole civilizations could be held inside its hull.
1/1
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Equipped creature gets +1/+1 and has indestructible.
Equip ![]() ![]() ![]() ![]() ![]() |
Reward
(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Target creature you control gains hexproof and deathtouch until end of turn. |
Distribute a +1/+1 counter, a hexproof counter, a vigilance counter, a flying counter, and a trample counter among up to five creatures you control. You can't put more than two counters on a single creature this way.
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Create two 1/1 red Goblin creature tokens.
Being Warussen's meal is far more merciful than the adventurers that come into the Crypt of Haldim.
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Flash
Reward (If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Enchant creature you control All creature able to block the enchanted creature do so. At the beginning of your endstep, if the enchanted didn't attack, exile two lands you control until the beginning of your next endstep. |
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
At the beginning of each opponent's endstep, if that player didn't play a land this turn, that player loses 2 life and return up to one target land from your graveyard to your hand. 2/2
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Flying
At the beginning of your endstep, if you lost life this turn, target opponent exiles their graveyard. 3/3
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Exile all instants and sorcery cards from all graveyards. Then, if ten or more instant and/or sorcery cards were exiled this way, put a flying counter on each Boss you control.
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Draw two cards. Then, if you have seven or more cards in your hand, you may Scry 2.
"I've still got.... 6,328 spells you haven't seen." -Isvanna
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![]() , : Exile target creature from an opponent's graveyard and put a +1/+1 counter on Haldim Great Rat.2/1
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Vigilance
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) ![]() , : Destroy target enchantment and put a +1/+1 counter on up to one target creature.3/5
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Flash
Secret Enemy can't be countered by spells or abilities. If a creature you control left the battlefield this turn, Secret Enemy costs less to cast.3/3
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Crúzath, Weight of Fear
(rare)
Shauldris Treasure Keeper
(uncommon)
Armor of Godfolk Nail
(uncommon)
Scroll of Snake Arts
(uncommon)
Evolution Spiral
(common)
Dragon Fodder
(common)
Curse of Howling
(common)
Frolcic, Gloried Creation
(common)
Psychopomp Punisher
(common)
Blast-Wind Greeting
(common)
Two-Spells Ahead of You
(common)
Haldim Great Rat
(common)
Mylis, Silver Warden
(common)
Secret Enemy
(common)
Plains
(basic)


less to cast.)
: Until end of turn Treasures you control have "







