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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Whenever a creature deals combat damage to a player, Cinderheart Vampires deals 1 damage to that player.
2/3
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When Forceful Enrolment enters the battlefield, choose two creature types.
Creatures you control of the first chosen type are also the chosen second type in addition to their other types. |
When Covetous Myrmid enters the battlefield, you may attach target equipment to it.
2/2
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Whenever an artifact is sacrificed, its controller loses 1 life.
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Enchant creature
Enchanted creature gets +2/-2 and has lifelink. |
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Snuffer Vampire can't be blocked as long as defending player controls two or more artifacts.
3/2
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When Dimir Spy enters the battlefield, spy on a player. (To spy, choose land or nonland, then reveal the top card of that player's library.)
Whenever you Spy correctly, each opponent mills two cards. 2/1
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Target creature gets +1/-1 and gains haste until end of turn. Draw a card.
"Hooking scorching metal to the bones turned out best at getting the reaction we were looking for."
—Sulka, goblin rigger |
Creatures your opponents control get -3/-0 until end of turn.
Bide time (If you cast this spell during your main phase, you may draw a card, then discard a card.) |
Whenever a player casts a red spell, Dwarven Gas Knocker gets +1/+0 until end of turn.
1/1
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Whenever a land enters the battlefield under your control, it gains "
: Add one mana of any color to your mana pool." until end of turn.1/1
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You may cast Cormorant Vigil as though it had flash by spending only
to do so.
Flying When Cormorant Vigil enters the battlefield, you may tap or untap target permanent. 2/1
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Flying, Protection from green
2/1
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Neck Wring deals 3 damage to target creature or planeswalker.
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Cinderheart Vampires
(rare)
Forceful Enrolment
(uncommon)
Covetous Myrmid
(uncommon)
Phepsalian Snuffing
(uncommon)
Overfeeding
(common)
Snuffer Vampire
(common)
Dimir Spy
(common)
Burning Claws
(common)
Sudden Impediments
(common)
Dwarven Gas Knocker
(common)
Rainbow Grafter
(common)
Cormorant Vigil
(common)
Goldhoof Chelopter
(common)
Neck Wring
(common)
Swamp
(basic)



: Add one mana of any color to your mana pool." until end of turn.
to do so.