Superhero: 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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Endless (At the beginning of each upkeep, if this card is in your graveyard, put it onto the battlefield. If this card would be exiled, instead return it to its owner's hand.)
Dream gets +1/+1 for each tapped creature on the battlefield. At the beginning of each upkeep, each player puts a 1/1 green and blue Dreamkin illusion creature token onto the battlefield tapped.
Illus. DC
0/3
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Equipped creature has intimidate and gains "
, : Put an X/1 colorless Horror creature token with intimidate onto the battlefield. It gains haste. Exile it at the beginning of the next end-step."
Equip ![]()
Illus. DC
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Flying
: The Human Torch gains +1/+0 until the end of turn.
![]() ![]() : The Human Torch deals X damage to target creature, where X is The Human Torch's power. At the end of turn, put -1/-1 counters on each creature equal to the amount of damage they've taken this turn.
Illus. Marvel
3/2
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Flying
, : Put a token that's a copy of target artifact or creature with converted mana cost X or less onto the battlefield. Sacrifice it at the end of turn.1/3
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![]() : Shadowcat can't be blocked.
![]() : Shadowcat phases out.1/2
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No more commons
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No more commons
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No more commons
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No more commons
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No more commons
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No more commons
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No more commons
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Target mutant you control fights a target creature you don't control.
Illus. Marvel
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No more commons
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Dream
(mythic)
Yellow Lantern Ring
(uncommon)
The Human Torch
(uncommon)
Raven
(uncommon)
Shadowcat
(common)
Heroic Mission
(common)
Plains
(basic)


,
: Put an X/1 colorless Horror creature token with intimidate onto the battlefield. It gains haste. Exile it at the beginning of the next end-step."


: The Human Torch deals X damage to target creature, where X is The Human Torch's power. At the end of turn, put -1/-1 counters on each creature equal to the amount of damage they've taken this turn.