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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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. |
Sacrifice Carrier of Guilt: Destroy target green or white creature. It can’t be regenerated. Draw a card.
“The weakest beings are not those that can’t go on by themselves, but those that waste time helping others.”
2/2
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Target player loses 1 life, discards a card, sacrifices a creature, then sacrifices a land.
“The guys ahead of you have fallen. The group following you is dead. Now that you’re alone, what are you going to do, young boy?”
—Tarv, heartless Skullrider |
Return target creature to its owner’s hand. If that creature is red or green, its controller discards a card.
“May the minds of those who chose the irrational and illogical way never bother the good world again.”
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When Vitterfolk Slave becomes the target of a spell or ability, sacrifice it.
The few vitterfolk that King Paolo didn’t turn into undead ended up as slaves, their frozen hands representing the limits of their actions.
4/2
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Target creature gets +2/+2 and gains flying and shroud until end of turn.
“Forget Forteplaza or the Queen. I’m doing this in the name of justice!”
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Target creature gets +1/+0 and gains flying, haste, intimidate and swampwalk until end of turn.
In an effort to forget their embarassing past, the analytical minds once known as Lunes became the now ambicious and selfish beings known as Umbras.
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Dwarf Avalanche deals damage to target creature or player equal to the number of creatures with converted mana cost 1 or less you control.
The weakest dwarves are not guided by skill, but by numbers.
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Exile target artifact or enchantment.
“The jötun’s previous world died because of these same weapons. Mertinia is just asking for calm and balance, and this is how I am responding.”
—Thadeo, Mertinian liberator |
Careful Moonborn has flying as long as you control a Swamp.
The faeries used to embrace both lunar and solar magic. With the Soleils out of the way now, the newly born children can learn from more powerful parents.
2/1
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When Fragile Bones becomes blocked by a nongreen creature, sacrifice it.
Weak and useless as they are, they are trained to serve, and so Queen Icya gave them that chance.
3/1
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Creatures you control get +2/+2 and gain lifelink until end of turn.
“If everything else fails, we still have each other. We call ourselves a country for a reason. No matter how we may be losing, we can recover together.” —Cecilia, Queen of Forteplaza
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Haste
At the beginning of the end step, return Rushed Dancer to its owner’s hand. Sirens and Soleils have each learned customs from each other, hoping to forge a new nation known for its friendly philosophy.
4/1
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Flying
: Hunting Siren gets +1/+0 until end of turn.
: Hunting Siren loses flying until end of turn and target creature blocks it this turn if able.4/3
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1/1
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Pact of Blood
(rare)
Carrier of Guilt
(uncommon)
Cursed Crusade
(uncommon)
Mermaid's Revenge
(uncommon)
Vitterfolk Slave
(common)
Magical Flight
(common)
Fae's Hunting
(common)
Dwarf Avalanche
(common)
Purity's Touch
(common)
Careful Moonborn
(common)
Fragile Bones
(common)
Together in the Cold
(common)
Rushed Dancer
(common)
Hunting Siren
(common)
Plains
(basic)
Human
(token)






