Yet another card dump (Circeus's): Virtual Booster
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| Mechanics |
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 Soilstripper enters the battlefield, exile target land.
Whenever that land's owner taps a land for mana, they add one mana of any type the exiled land could produce to their mana pool. 2/1
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Return target creature card and target noncreature card from your graveyard to your hand.
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When Alter Paths enters the battlefield, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Whenever a land enters the battlefield under your control, put a counter on Alter Paths. ![]() : Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. This ability costs an additional for each counter on Alter Paths. |
When A Sphinx's Classic enters the battlefield, create a 1/1 white human creature token. At the beginning of your upkeep, if you control a creature with base power and toughness 1/1, create a a 2/2 white human creature token. If you control a creature with base power and toughness 2/2, instead create a 3/3 white human creature token.
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First strike
, : Destroy target Wall."As one famous task mage once said: 'Walls? What walls?'"
2/2
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: Add to your mana pool.
Ferocious — Freezemist Shaman has " : Add one mana of any color to your mana pool." as long as you control a creature with power 4 or greater1/1
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Choose a permanent. Search your library for a card with the same name as the chosen permanent and put it into your graveyard, then shuffle your library.
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![]() : Mutations Expert gets +2/+2 until end of turn. Activate this ability only once each turn.It is the very randomness of mutations that makes them both fascinating and frustrating to study.
2/2
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Target opponent loses 1 life for each artifact they control and you gain that much life.
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Neck Wring deals 3 damage to target creature or planeswalker.
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Draw two cards, then discard a card unless you reveal your hand.
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Target creature gets +1/+0 and gains first strike until end of turn.
Escalate (Then any opponent may pay this spell's escalate cost and copy it. They may choose new targets for the copy.) |
Enchant creature
When Sense of Tranquility enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library. Enchanted creature gets +1/+1. |
Engage (As an opponent's combat phase begins, you may have this creature block this turn if able.)
Whenever Prepared Warrior blocks a creature, if it's engaged, it gain first strike until end of turn. 2/2
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Soilstripper
(rare)
Grim Memorial
(uncommon)
Alter Paths
(uncommon)
A Sphinx's Classic
(uncommon)
Foundation Cracker
(common)
Freezemist Shaman
(common)
Thanathonautics
(common)
Mutations Expert
(common)
Misplaced Greed
(common)
Neck Wring
(common)
Thumb Through
(common)
Flay the Enemy
(common)
Sense of Tranquility
(common)
Prepared Warrior
(common)
Forest
(basic)




,
: Destroy target Wall.