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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Equipped creature gets +3/+1 and has haste and “At the beginning of the end step, sacrifice this creature.”
: Shakk becomes a 3/1 Spirit artifact creature with haste and “At the beginning of the end step, sacrifice this creature.” (Equipment that’s a creature can’t equip a creature.)
Equip ![]() |
Flying
Whenever Ascending Snake becomes the target of a spell or ability, it gains blessing 3 until end of turn. (If a source would deal only 3 or less damage to this creature, prevent it.) 2/2
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Creatures you control get +2/+0 until end of turn.
Adapt—If an opponent controls no creatures, you may pay ![]() rather than pay Raiding Together’s mana cost.Its easier to destroy an empty village, but, for Skullriders, it’s also less enjoying.
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Flying
Whenever Umbra Shade deals combat damage to a player, put a quest counter on it. Remove two quest counters from Umbra Shade: Umbra Shade gains blessing 4 until end of turn. (If a source would deal only 4 or less damage to this creature, prevent it.) 2/3
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When Soleil Pioneer enters the battlefield, you may put a basic land card from your hand onto the battlefield tapped.
Having left Heavenlake and Moongrove, respectively, sirens and Soleils met. They’d be the founders of a what they would later call Flamegrove, their new home.
1/1
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Islandwalk
Sirens may have liked their new place with the faeries, but they have not forgotten their old home with the merfolk.
2/2
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Destroy target artifact with converted mana cost X. It can’t be regenerated. Detonate deals X damage to that artifact’s controller.
Skullriders kill their victims in creative ways, for their own amusement. With artifacts, they have no fun, so they just blow them up.
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Vigilance
: Creatures you control with converted mana cost 1 or less get +1/+1 until end of turn.Though giants of Mertinia have always had love to share, until now, they didn’t have any people who needed it.
3/3
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Enchant creature
Enchanted creature has lifelink. : Enchanted creature gets +1/-1 or -1/+1 until end of turn. |
Flying
When Umbra Farseer enters the battlefield, you may dig 6 for up to two instants. (Look at the top six cards of your library. You may reveal up to two instant cards from among them and put them into your hand. Put the rest on the bottom in any order.) 3/2
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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 |
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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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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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This creature is unblockable.
1/1
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Shakk the Screaming Sword
(rare)
Ascending Snake
(uncommon)
Raiding Together
(uncommon)
Umbra Shade
(uncommon)
Soleil Pioneer
(common)
Lake Trespasser
(common)
Detonate
(common)
Guardian Giant
(common)
Radiant Aura
(common)
Umbra Farseer
(common)
Dwarf Avalanche
(common)
Purity's Touch
(common)
Rushed Dancer
(common)
Blinding Night
(common)
Island
(basic)
Illusion
(token)






: Creatures you control with converted mana cost 1 or less get +1/+1 until end of turn.