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 
Creature – Human Warrior
When Loyal Mertinian blocks a creature, destroy that creature and Loyal Mertinian.
Adapt—If you control a Forest and a Plains, and a creature with power 4 or greater is attacking, you may cast Loyal Mertinian without paying its mana cost and as though it had flash.
1/1
 U 
Creature – Wurm
Adapt—If an opponent controls a creature with converted mana cost 1 or less, you may pay {1}{r}{g} rather than pay Sirens’ Wurm’s mana cost.
Being the last animal still living in Liberia, Flamegrove adopted it as their sacred pet, their own weapon.
6/4
 U 
Creature – Giant Druid
Trample
Blessing 2 (If a source would deal only 2 or less damage to this creature, prevent it.)
If the top of the world hasn’t been reached, this jötun is very close.
4/4
 U 
Artifact Creature – Wall
Defender
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
A fraction of lost magic that refuses to leave the land.
0/2
 C 
Creature – Human
Flying
“Forteplaza was a country without vision, and not because of our Queen. She made the smartest choice by bringing the merfolk. Now the lack of knowledge is a thing of the past.”
1/1
 C 
Creature – Zombie Siren
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
 C 
Sorcery
Each opponent discards a card.
Draw a card.
Adapt—If you have two or more cards in hand than an opponent, you may pay {1}{u}{b} rather than pay Proof of Superiority’s mana cost.
An Umbra is as smart as the night is dark.
 C 
Sorcery
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.)
 C 
Creature – Faerie Druid
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
 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 
Sorcery
Skull Burn deals 1 damage to target creature.
Draw a card.
Some say Skullriders try their victims to end up looking like their own masks.
 C 
Sorcery
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.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature has lifelink.
{1}: Enchanted creature gets +1/-1 or -1/+1 until end of turn.
{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.
Plains
 
 B 
Basic Land – Plains
 T 
Creature – Human
1/1

Loyal Mertinian (rare)
Sirens' Wurm (uncommon)
Snowpeak Jötun (uncommon)
Glass of Souls (uncommon)
Flying Men (common)
Heavenlake Remains (common)
Proof of Superiority (common)
Mertinia's Children (common)
Soleil Pioneer (common)
Sun's Energy (common)
Skull Burn (common)
Detonate (common)
Radiant Aura (common)
Repeal (common)
Plains (basic)
Human (token)