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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Untap all basic lands you control.
Adapt—You may sacrifice a Mountain and a Forest rather than pay Landbound Passion’s mana cost. “Nature doesn’t need to think. It acts as it sees fit, and we are nature.”
—Tamya, autumn Soleil |
Vial of Creation enters the battlefield tapped.
: You may put a creature card with converted mana cost 1 or less from your hand onto the battlefield. |
Dig 4 for any number of cards. You lose that much life. (To dig, look at the top four cards of your library. You may reveal any number of cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If you have no cards in hand, you may pay ![]() rather than pay Umbra’s Vision’s mana cost. |
Flying
“There are some things we can’t explain, like the disappeareance of most animals, the wisdom of our forest, or the strange inventions that come from nowhere.”
—Matteo the Pastor 0/2
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Enchant creature you control
When enchanted creature is put into a graveyard, put X 1/1 green Insect creature tokens with flying onto the battlefield, where X is that creature’s converted mana cost. Mertinians believe that, when one dies, the forest keeps his knowledge forever.
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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.
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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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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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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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With King Paolo and the rebels gone, Cecilia’s country can shine again. Its soldiers may be growing older, but they now battle with a vigor they had never felt before.
2/1
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If an opponent controls more lands than you, dig 5 for up to two Plains or Islands. (Look at the top five cards of your library. You may reveal up to two Plains or Island cards from among them and put them into your hand. Put the rest on the bottom in any order.)
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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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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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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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Landbound Passion
(rare)
Vial of Creation
(uncommon)
Umbra's Vision
(uncommon)
Ornithopter
(uncommon)
Legacy of Moths
(common)
Repeal
(common)
Kithkin Druid
(common)
Careful Moonborn
(common)
Lake Trespasser
(common)
Elite Vanguard
(common)
Forteplaza's Tradings
(common)
Detonate
(common)
Soleil Pioneer
(common)
Grab and Entomb
(common)
Plains
(basic)
Insect
(token)


: You may put a creature card with converted mana cost 1 or less from your hand onto the battlefield.




