Harmony: 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, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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No more than one creature can attack each combat.
“Let not Forteplaza catch you with its laws. What they are doing is an insult to the freedom we represent.”
—Tamya, autumn Soleil |
Pact of Blood deals X damage to target creature.
Adapt—If you control a Swamp and a Mountain, and Pact of Blood targets a white creature, you may pay X life rather than pay its mana cost. |
Return target creature card from your graveyard to the battlefield and put an unblockable 1/1 blue Illusion creature token onto the battlefield. If one of them would leave the battlefield, instead exile both.
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Creatures you control gain intimidate until end of turn.
Adapt—If you control only black or red creatures, you may pay ![]() rather than pay Wave of Fear’s mana cost.With the kithkin gone, Irecliff can only be a land that feeds on the blood of the innocent.
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Put a seed counter on each up to two target lands. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it. If an opponent controls a blue or black creature, put a +1/+1 counter on each of those lands.
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You gain 2 life for each green or white permanent on the battlefield.
When the vitterfolk lived, jötuns had never felt Mertinia so clean as it is now with kithkin and humans.
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When Kithkin Druid enters the battlefield, you may dig 3 for a land. (Look at the top three cards of your library. You may reveal a land card from among them and put it into your hand. Put the rest on the bottom in any order.)
2/2
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Flying
Damage that would be dealt by Heavenlake Remains can’t be prevented. “I’m used to picking those unlucky vitterfolk, sometimes maybe an old soldier from Forteplaza, but this is a nice find.”
—King Paolo 3/1
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Whenever Ground Hunter is dealt damage, it deals that much damage to you.
A siren receives the support from all her family. If hurt, the pain is also passed to all her family.
2/1
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Reach
: Siren of Flamegrove gets +1/+0 until end of turn.While sirens are capable of flying, some like so much the teachings of the Soleils that they decide to imitate even their limitations.
2/4
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Seeker of Order has shroud as long an opponent controls a Mountain.
“If you fight for order, not even the most chaotic will be able to touch you.”
—Merfolk ladyhealer 3/4
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Creatures your opponents controls get -2/-0 until end of turn.
“Common beings can’t resist the darkness, but we, who have managed to embrace the night, don’t have a problem with it.”
—Icya, Queen of the Fae |
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Dig 5 for any number of creatures with total power 3 or less. (Look at the top five cards of your library. You may reveal any number of creature cards from among them with total power 3 or less and put them into your hand. Put the rest on the bottom in any order.)
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Dig 5 for up to three creatures, then discard three cards unless you discard a creature card. (To dig, look at the top five cards of your library. You may reveal up to three creature cards from among them and put them into your hand. Put the rest on the bottom in any order.)
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Flying
1/1
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Misguiding Arena
(rare, foil)
Pact of Blood
(rare)
Zombie Mannequin
(uncommon)
Wave of Fear
(uncommon)
Soleil's Revenge
(uncommon)
Breathe Nature
(common)
Kithkin Druid
(common)
Heavenlake Remains
(common)
Ground Hunter
(common)
Siren of Flamegrove
(common)
Seeker of Order
(common)
Blinding Night
(common)
Mertinia's Children
(common)
Grab and Entomb
(common)
Mountain
(basic)
Insect
(token)




