Washikow: Virtual Booster
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
Flash
,: Exile target tapped creature. If you own that card, you may return it to the battlfield at the beginning of your next endstep. 3/3
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Scry 2, then reveal the top card of your library. When you reveal a card this way, choose one. If you revealed a Scout this way, you may choose both
• Counter target spell that shares a type with the revealed card. • Draw two cards. |
I. Create a 1/1 blue and green Scout token.
II. Until the beginning of your next turn, up to one target creature you control becomes a copy of a creature you don't control. III. Creatures you control gain trample, deathtouch, and vigilance until end of turn. |
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
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Discard a card, then draw two cards.
If you discarded a creature card that shares a type with a creature you control, you may create a tapped Treasure token. |
Whenever an instant or sorcery spell you cast deals damage to an opponent, Hisglee Howling Guardian becomes a Shaman in addition to its other types until end of turn.
When Hisglee Howling Guardian dies, deal X damage to any target, where X is Hisglee Howling Guardian's number of creature types. 2/1
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Whenever you draw a card, you may pay . If you do, untap Storm Watcher.
: Storm Watcher gains doublestrike until end of turn. Activate this ability only if you've cast an instant or sorcery spell this turn. 2/4
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Vigilance
If an Aura you own would be put into a graveyard, it loses the Aura type and becomes a creature with a power and toughness equal to its mana value instead. It's still an enchantment. 5/4
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As you cast Glamouring Distraction, you may pay .
Counter target noncreature spell. If you paid an additional , create a 0/1 blue Illusion Wizard token. |
Flying
,: Create a 1/1 white and black Cleric token. Then, if you control three or more Clerics, Clerics you control gain "When this creature dies, each opponent loses 1 life and you gain 1 life" until end of turn. 2/2
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Flying
Sacrifice Wisp of Tales: Prevent the next X damage that would be dealt to any target, where X is the number of enchantments you control. 2/3
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: Deal 1 damage to any target that was dealt combat damage this turn.
Even plants crave the nutrients in blood.
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As long as Ceremonial Garb Mannequin is enchanted, Ceremonial Garb Mannequin has ": Scry 2."
You may attach Auras you own on the battlefield to creatures as if they were Equipment with an Equip cost equal to their mana cost. 0/2
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Vigilance
Whenever a Scout you control deals combat damage to a player, put a +1/+1 counter on that creature, then draw X cards, where X is the number of counters on it. 2/4
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Equipped creature gets +1/+0.
Combat damage that would be dealt by the equipped creature can't be prevented by spells or abilities. Equip |
Eldest Thief
(mythic)
Back-Up Plan
(uncommon)
Infiltrate Their Home
(uncommon)
Dull Conversationist
(common)
Choice of Fate
(common)
Hisglee Howling Guardian
(uncommon)
Storm Watcher
(uncommon)
Spirit Host
(mythic)
Glamouring Distraction
(common)
Spiritual Escort
(uncommon)
Wisp of Tales
(common)
Bleeding Burr
(common)
Ceremonial Garb Mannequin
(rare)
Irramgen, Pahoowe Leader
(rare)
Heavy Cudgel
(common)