Logic: the Processing: Virtual Booster

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Mechanics | Foreword
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
 M 
Legendary Creature – God
Hexproof

Action Wash Up — Tap target creature. It doesn't untap during its controller's next untap step.

Whenever you cast an instant or sorcery spell, you may perform action Wash Up.

When Blue God Immortalized dies, you get an emblem with "{3}{u}: Perform action Wash Up."
4/4
{w}
 
 U 
Instant
Target creature gets +1/+0 and first strike until end of turn.

Somersault (If this card is put into the graveyard from anywhere, transform it.)
Offense
{w}
 
 U 
Instant
Counter target spell that targets a creature you control.
{w}
 
 U 
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.)

Target creature gets +0/+1 and gains lifelink until end of turn.
Defense
{w}
 
 U 
Instant
Aftermath (Cast this spell only from your graveyard. Then exile it.)

Prevent all damage from one source.
 U 
Enchantment
Creatures you control deal 1 more damage and can take 1 more damage.
 C 
Entropy Creature – Bear
Diffusion 2 (This card is worth 2 diffusion points.)
Keyword with 1 and 2 parameters. Sometimes the second parameter is omitted, but the keyword is still in effect.
2/2
 C 
Land – Terrain
{t}: Add {g} to your mana pool.

Creatures occupying Petrified Forest have deathtouch.
4/8
{1}{u}
 
 C 
Instant
Target creature's base power is 0 until end of turn.

Reform {2}{g} (You may cast the back face of this card by paying its reform cost.)
Sail
 
 C 
Sorcery
Search your library for a basic land card and put it onto the battlefield tapped. Then shuffle your library.
 C 
Enchantment – Aura
Action Fireball — This object deals 2 damage to target creature.

Enchant creature

Enchanted creature has "{4}, {t}: Perform action Fireball."

{3}{r}, Exile Learned Fireball from your hand: Perform action Fireball.
 C 
Instant
({?} can be paid with {1} or by exiling the top two cards of your library.)

Return an exiled card you own to your hand.
 C 
Creature – Drake
Flying

Reform {2}{u} (You may cast the back face of this card by paying its reform cost.)
2/2
Drake Attire
 
 C 
Enchantment – Aura
Enchant creature

Enchanted creature gets +2/+2 and has flying.
 
 C 
Characteristic – Trait
Traits are a subset of characteristics. Currently, these include power and toughness. A new trait called skill could be appended.
 C 
Creature – Human Knight
vanguard (This creature must be blocked before creatures without vanguard and must be assigned combat damage before creatures without vanguard.)
1/3
 C 
Entropy Creature – Beast
Diffusion 2 – {3} (You may play this card from the graveyard by paying {3} and exiling other cards in any graveyards totaling 2 or more diffusion points. A card without diffusion grants 1 diffusion point. This card is worth 2 diffusion points.)
Keyword with 1 and 2 parameters. Sometimes the second parameter is omitted, but the keyword is still in effect.
2/2
 C 
Creature
List of flavorful names for dual classed creatures. Based on community set ideas for tribal. You may use them in your own set if you need inspiration.
 B 
Fastcast
Suggest new names for the Instant card type.
 T 
Mechanic – Betting Duel
Bet on a duel

See comment thread for details.

Blue God Immortalized (mythic)
Sword // Offense (uncommon)
Shield // Defense (uncommon)
Higher "power" & "toughness" (uncommon)
Entropy Bear (common)
Petrified Forest (common)
Naught (common)
Learned Fireball (common)
Metascience (common)
Formal Drake (common)
Traits (common)
Kara's Martyr (common)
Entropy Beast (common)
Dual classes (common)
New name for instant (basic)
Betting on a duel (token)