Grisserick: Virtual Booster

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Mechanics | Skeleton | References of Inspiration
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.
 C 
Land
Smuggler's Sewer enters the battlefield tapped.
{t}: Add {u} or {b}.
Sacrifice four tokens: Untap Smuggler's Sewer.
 
 R 
Instant
Copy target instant or sorcery spell and create X 1/1 red Goblin tokens, where X is the instant or sorcery's mana value. You may choose new targets for the copy.
 U 
Instant
Choose one-
•Distribute two +1/+1 counters among creatures you control.
•Target creature you control deals damage equal to its power to another target creature.

Whole Truth- If you played a creature spell this turn, you may choose both instead.
 U 
Creature – Elf Druid
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
 U 
Creature – Faerie Advisor
Flying
At the beginning of each opponent's endstep, if you cast a spell this turn, cause Intrigue (Each player exiles the top card of their library).
The Shadows hide in plain sight, speaking with plain words, holding plain jobs.
1/2
 C 
Instant
When target creature is put into a graveyard this turn, return it to the battlefield tapped. Each opponent loses life equal to that creature's power when it enters the battlefield this way.
 C 
Land
Fateful Rest Stop enters the battlefield tapped unless your life total is fifteen or less.
{t}: Add {c}.
{t}: Add one mana of any color. Activate this ability only if your life total is five or less.
 C 
Sorcery
Return target creature with a mana value of two or less from your graveyard to the battlefield tapped.

Tap target creature.
 C 
Creature – Human Wizard
When Flash Flood Aquamancer enters the battlefield, 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.").

At the beginning of each opponent's upkeep, you may pays {1} or sacrifice an artifact. If you do, target nonbasic land become an Island until end of turn.
2/1
 C 
Sorcery
Choose 1-
•Creatures you control gain trample until end of turn.
•Creatures you control gain "Whenever this creature becomes blocked, deal 1 to the blocking creature" until end of turn.
Whole Truth- If you played a nonland card from exile this turn, you may choose both instead.
 C 
Artifact – Equipment
Equipped creature has flying and haste.
Equip {2}
 C 
Sorcery
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
 C 
Creature – Horse
Deceit (When this leaves the battlefield you may pay {2}. 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
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+1 and has lifelink.

When Gift of Happiness is exiled from your library, up to one target creature you control gains lifelink until end of turn.
Island
 
 B 
Basic Land – Island

Smuggler's Sewer (common, foil)
Blasting Party (rare)
Primal Declaration (uncommon)
Steane Druid (uncommon)
Rumor-Spreader (uncommon)
Bitter Return (common)
Fateful Rest Stop (common)
Surprising Return (common)
Flash Flood Aquamancer (common)
Give Grief (common)
Dextrous Balloon (common)
Riotous Call (common)
Distracting Mustang (common)
Gift of Happiness (common)
Island (basic)