Grisserick: Virtual Booster
| Grisserick: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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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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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: Deal 3 damage to target creature or planeswalker.
![]() , : Deal 3 damage to target player.
![]() ![]() , : Deal 5 damage to everything.5/4
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Whenever a card you own is exiled from anywhere, up to one target creature you control gains your choice of first strike or haste until end of turn.
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Amateur Investigator enters the battlefield tapped.
At the beginning of your upkeep, sacrifice Amateur Investigator unless you sacrifice a Mystery token. A few inspired individuals have tried to peel away the layers of lies in Grisserick's society. None have accomplished anything.
3/2
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Grisly Grove enters the battlefield tapped.
: Add .
When Grisly Grove is exiled from your library, you may search your library for a basic Forest, reveal it, and add it to your hand. |
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Wake the Slumbering Monster costs
less for each spell opponents cast this turn.
Put a +1/+1 counter on target creature you control. Then, it deals damage equal to its power to target creature an opponent controls. |
Choose 1-
•Return target instant or sorcery card from your graveyard to your hand. •Create two 1/1 red Goblin tokens. Whole Truth- If an opponent was dealt 3 or more damage this turn, you may choose both. |
Whenever an Island enters the battlefield under another player's control, 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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Destroy target enchantment.
Creatures you control gain indestructible until end of turn. |
Choose 1-
• Exile each opponent's graveyard. • Destroy target creature with a power of 2 or less. Whole Truth- If a card you own exited the battlefield this turn, you may choose both instead. |
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Initiation Chamber enters the battlefield tapped.
: Add or .
Sacrifice four tokens: Untap Initiation Chamber. |
Exile target nonland permanent until end of turn.
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."). |
Whenever a creature you control attacks a planeswalker, that creature gains Trample until end of turn.
"Tomlars, you left when we we needed you the most. And Hest, you still owe me forty gull coins." -Barlei, Anarch
3/2
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Choose one-
• Target creature gets +3/+3 until end of turn. • Target creature can't be blocked by creatures with a power of 2 or less until end of turn. Whole Truth- If a noncreature permanent was put into a graveyard from the battlefield this turn, you may choose both instead. |
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Stebeck Con
(common, foil)
Thunderclap Baritone
(rare)
Mind of Violence
(uncommon)
Amateur Investigator
(uncommon)
Grisly Grove
(uncommon)
Wake the Slumbering Monster
(common)
Call for Retribution
(common)
Cryptozoological Oddity
(common)
Answer's Intervention
(common)
Bury in Lies
(common)
Initiation Chamber
(common)
Unreliable Alibi
(common)
Vengeant Manhunter
(common)
Barrel Through
(common)
Plains
(basic)

. If you do, draw a card.)

: Deal 3 damage to target creature or planeswalker.
.