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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Destroy all enchantments and enchanted permanents.
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Enchant creature
Target creature gains hexproof as you cast Thief's Prowess. Enchanted creature gets +1/+1 and has hexproof. |
Creatures you control gain intimidate until end of turn.
Creature you control gain indestructible until end of turn.
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Enchant creature
Enchant creature can't attack or block unless its controller sacrifices two nonland permanents. |
Whenever Veilripper blocks or becomes blocked, destroy all auras and equipments attached to target creature blocking or blocked by it.
2/2
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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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Trample
Heroic — Whenever you cast a spell that targets Feller of Hydras, put a +1/+1 counter on Feller of Hydras. 3/3
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, Sacrifice Demented Flautist: Counter target spell that targets one or more creatures you control.He knows cadences that will wrench your ideas from you, and pitches that will throw you into madness.
2/2
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Target creature gets -3/+3 until end of turn.
It's ridiculously unwieldy and disgusting, but it will keep you alive.
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Target player discards a card at random.
Target player exiles their hand face down. Return those cards to their hand at the beginning of the next end step.
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Creatures you control get +1/+1 and gain vigilance until end of turn.
Dismiss (Whenever this spell becomes the target of a spell or ability, you may pay to return it to your hand.) |
Neck Wring deals 3 damage to target creature or planeswalker.
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Deranged (You may discard a card in addition to any other costs as you cast this spell. If you do, it enters the battlefield with haste and indestructible until end of turn.)
When Revelbones enters the battlefield, it gets +1/+0 until end of turn. 2/1
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Flying, Protection from green
2/1
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Bared Bones
(rare)
Thief's Prowess
(uncommon)
Church // State
(uncommon)
Sacrificial Absolution
(uncommon)
Veilripper
(common)
Mutations Expert
(common)
Feller of Hydras
(common)
Demented Flautist
(common)
Whelk Armor
(common)
Intents // Purposes
(common)
Double the Guards
(common)
Neck Wring
(common)
Revelbones
(common)
Goldhoof Chelopter
(common)
Swamp
(basic)





