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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Flying
At the beginning of your endstep you may exile target artifact, creature, or enchantment with a mana value of X or less, where X is the number of cards you own that were exiled this turn. 4/4
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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. |
Enchant creature
Enchanted creature gets +0/+X and can block up to X creatures, where X is the number of exiled cards you own. |
Sacrifice a Mystery: Abstracting Clue Gets +1/-1 until end of turn.
Sacrifice a Mystery: Abstracting Clue gets -1/+1 until end of turn. 2/2
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Equipped creature has flying and haste.
Equip ![]() |
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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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Enchant land
When Hidden Garden enters the battlefield, cause Intrigue (Each player exiles the top card of their library) Enchanted land adds an additional mana of any color an exiled land could produce. |
Enchant creature
Whenever enchanted creature deals damage to a player, its controller uncovers 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."). Sacrifice a Mystery token: Target creature can't be blocked until end of turn. |
Flash, Deceit (When this leaves the battlefield you may pay
. If you do, draw a card.)
When Bloodsucker Sneak enters the battlefield, each player who had a card exiled this turn loses 1 life. 2/1
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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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Despairing 7- Whenever Hopeless Miser deals combat damage to a creature, Hopeless Miser deals 2 damage to that creature's controller (If your life total is 7 or less, Hopeless Miser is despairing).
5/4
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![]() , Exile a Mystery token you control: Create a 1/1 white Soldier token. Activate this ability only once each turn, when you could cast a sorcery.3/3
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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. |
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Admonishing Angel
(rare)
Grisly Grove
(uncommon)
Cloak of Secrets
(uncommon)
Abstracting Clue
(uncommon)
Dextrous Balloon
(common)
On-Edge Sentry
(common)
Hidden Garden
(common)
Shadowcraft
(common)
Bloodsucker Sneak
(common)
Secret's Disorganizer
(common)
Hopeless Miser
(common)
Captain Inspector
(common)
Riotous Call
(common)
Initiation Chamber
(common)
Swamp
(basic)


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