Harmony: Virtual Booster

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Mechanics
Printable
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.
 R 
Legendary Creature – Human Rebel
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
Other green or white creatures you control have blessing 1.
“As long as I live, never will my people be bothered again by those violent Skullriders.”
2/1
 U 
Creature – Faerie Assassin
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
 U 
Creature – Merfolk Scout
Sacrifice Carrier of Justice: Target blocking creature gets +4/+4 until end of turn. Draw a card.
“My actions shall not represent the desires of my heart, but those of my moral.”
2/2
 U 
Sorcery
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.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has lifelink.
{1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
 C 
Creature – Human Cleric
Protection from black
Queen Cecilia disliked her huband, but she never ignored him. By contrary, she was certain Forteplaza would grow by knowing its enemies.
1/1
 C 
Instant
Target creature gets +4/+0 until end of turn and must be blocked this turn if able.
“Fairness dictates I must fight you alone. But believe me! I’ve got the support of an entire nation.”
 C 
Enchantment
Attacking creatures you control get +1/+1.
Adapt—If a creature with converted mana cost 1 or less attacked this turn, you may pay {r}{g} rather than pay Promise to Flamegrove’s mana cost.
 C 
Instant
Target creature gets +4/+4 and blue creatures lose flying until end of turn.
“After leaving Moongrove, we found a new place, and new beings. They called themselves sirens. We didn’t know them, but we felt in our hearts that we could trust them.”
 C 
Instant
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
{x}{u}
 
 C 
Instant
Return target nonland permanent with converted mana cost X to its owner’s hand.
Draw a card.
The merfolk’s magic tells the sea who to attack and who to protect.
 C 
Sorcery
Dig 7 for up to three basic lands. (Look at the top seven cards of your library. You may reveal up to three basic land cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If an opponent controls more lands than you, you may pay {g}{w} rather than pay Mertinia Farming’s mana cost.
 C 
Instant
Untap target creature. It gets +3/+3 and gains vigilance until end of turn.
The druid stopped running. She felt something. Her enemies were getting close, but she didn’t move. She knew Mertinia had foreseen her victory.
 C 
Creature – Faerie Wizard
Flying
{b}, Exile a card from your graveyard: Umbra Necrofeeder gets +3/+0 until end of turn. Activate this ability only once each turn.
Paolo’s arrival at Moongrove revealed not only the faeries’ potential but also their darker side.
0/1
Forest
 
 B 
Basic Land – Forest
 T 
Creature – Illusion
This creature is unblockable.
1/1

Thadeo, Mertinian Liberator (rare)
Umbra Shade (uncommon)
Carrier of Justice (uncommon)
Zombie Mannequin (uncommon)
Radiant Aura (common)
Death Speakers (common)
Lure the Prey (common)
Promise to Flamegrove (common)
Forest's Hand (common)
Blinding Night (common)
Repeal (common)
Mertinia Farming (common)
Sun's Energy (common)
Umbra Necrofeeder (common)
Forest (basic)
Illusion (token)