Grisserick: Virtual Booster
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| Mechanics | Skeleton | References of Inspiration |
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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Whenever a Goblin you control dies, deal 1 damage to any target and uncover a Mystery (Create a colorless Mystery enchantment token with "As long as you control this, you may play cards opponents own that were exiled with Intrigue.").
2/2
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Whenever a land enters the battlefield under a player's control, if that land doesn't share a name with a land they control, cause Intrigue (Each player exiles the top card of their library)
2/4
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Whenever a permanent enters the battlefield under your control from exile, creatures you control get +1/+1 and gain haste until end of turn.
Ale had readied spells against Milusa. They were not ready for Milusa's associates.
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Flash
When Clantom Coach enters the battlefield, exile another target creature you control, then return that creature to the battlefield tapped with a +1/+1 counter on it. 3/2
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Gain control of target creature until end of turn. Untap that creature. It gains haste, trample, and +2/+0 until end of turn.
"They should be strong in their conviction, they're easier to manipulate that way." -Milusa, Circle's Center
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Initiation Chamber enters the battlefield tapped.
: Add or .
Sacrifice four tokens: Untap Initiation Chamber. |
Whenever an opponent creates a token or a permanent that player controls gains 1 or more counters, that player loses 1 life.
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At the beginning of each opponent's endstep, gain 1 life for each card that player drew outside of their draw step this turn.
No one plays a clean game in Ultyo. Even the priests need to even the odds there.
0/4
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When Inferno Rumbler dies, deal 2 damage to each player.
Some fires never stop burning.
6/4
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Deceit (When this leaves the battlefield you may pay
. If you do, draw a card.)The key to causing mayhem unnoticed is to make sure there's already mayhem going on when you begin.
3/3
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Despairing 7- On-Edge Sentry gets +1/+0 and has first strike (If your life total is 7 or less, On-Edge Sentry is despairing).
"There's been a murder night this week. That's why I've got eight pots of coffee and all my swords tonight." -Rezja, Gomant Sentry
1/1
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When Stebeck Con enters the battlefield, if you have two or fewer cards in your hand than each opponent, scry 2.
Deceit (When this leaves the battlefield you may pay . If you do, draw a card.)1/1
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At the beginning of your endstep, each opponent who drew one or more cards this turn loses 1 life.
What does one do with horrifying truths?
2/2
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Whenever the equipped creature blocks or becomes blocked, Spike-Spray Gauntlets deals 1 damage to each opponent.
Equip ![]() |
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Firebolt Gang
(rare)
Steane Druid
(uncommon)
Unexpected Arrival
(uncommon)
Clantom Coach
(uncommon)
Riotous Call
(common)
Initiation Chamber
(common)
Barbs of Ecstasy
(common)
Greedy Priest
(common)
Inferno Rumbler
(common)
Distracting Mustang
(common)
On-Edge Sentry
(common)
Stebeck Con
(common)
Secret's Disorganizer
(common)
Spike-Spray Gauntlets
(common)
Island
(basic)




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