Washikow: Virtual Booster

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Skeleton
Printable
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.
 R 
Legendary Creature – Human Cleric
You may play Clerics from your graveyard by paying life equal to their mana value in addition to their other costs.

Whenever another Cleric enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
6/6
 U 
Enchantment – Aura
Enchant creature
Enchanted creature has "{t}: Add {r}{g}{w}." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
 U 
Instant
Clerickwork (If you control at least three Clerics when you cast this spell, you may cast a copy of it. You may choose new targets for the copy.)
Destroy target up to one target enchantment with a mana value of two or less and up to one target creature with a mana value of two or less.
 U 
Creature – Elk
{2}{g}: Brute Moose gets +2/+2 until end of turn. Activate this ability only once each turn.

When Brute Moose dies, destroy up to one target artifact.
6/6
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+3 and has flying.
 C 
Enchantment – Aura
Enchant creature
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
 C 
Creature – Human Citizen
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities, gain 1 life for each creature you control.
1/4
 C 
Creature – Human Berserker
Whenever a creature deals combat damage to you, Scarred Berserker gets +1/+0 until the beginning of your next endstep.
1/3
 C 
Creature – Spirit Cleric
{w/b}: Until end of turn, whenever a creature dealt damage by Spirit of Guidance dies, exile that creature and gain 1 life.
1/1
 C 
Instant
Return target creature to its owner's hand. If a Vanishing Trick targets a Rogue you control, you may draw a card, then discard a card.
"Not even spirits vanish that quickly." -Huritt, Cautious Jeweler
 C 
Creature – Human Advisor
Defender
{u},{t}: Look at the top card of your library. Then, you may shuffle your library. If you don't, put an instant or sorcery card from your graveyard on the bottom of your library.
0/5
 C 
Land
Scoured Barrens enters the battlefield tapped.
When Scoured Barrens enters the battlefield, you gain 1 life.
{t}: Add {w} or {b}.
 C 
Creature – Marten
When Hungry Marten enters the battlefield deal 2 damage to each opponent who doesn't control a creature.
2/1
 C 
Enchantment – Aura
Enchant creature
Enchanted creature is a Berserker in addition to its other types.
Whenever enchanted creature blocks a creature, that creature deals 2 damage to its controller.
Role- Whenever an attacking creature dies, return Home Defense from your graveyard to your hand.
Swamp
 
 B 
Basic Land – Swamp

Conackamack, Leader in Life (rare)
Mystic Rites (uncommon)
Dimming Hope (uncommon)
Brute Moose (uncommon)
Eyes to Watch (common)
Strong For Us All (common)
Dull Conversationist (common)
Scarred Berserker (common)
Spirit of Guidance (common)
Vanishing Trick (common)
Sage of the Possible (common)
Scoured Barrens (common)
Hungry Marten (common)
Home Defense (common)
Swamp (basic)