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.
, : Each player shuffles a card from his or her graveyard into his or her library, then draws a card.“Let your mind forget this sadness now. Until there is harmony in the world, the cycle will repeat itself infinitely.”
—Legend of the Entities, final page |
Prevent all damage that a source of your choice would deal to you this turn. If damage from a black or red source is prevented this way, that source deals that much damage to its controller.
No dwarf ever saw the kithkin coming.
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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.
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Trample, haste
When Autumn’s Voice is put into a graveyard from the battlefield, draw a card. Flamegrove chose her as its voice. When she falls, she will be remembered in the hearts of all faeries and sirens.
3/1
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Vigilance
Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.) The struggles in Heavenlake created violent people. The harmony now there is in Forteplaza creates only peace.
2/3
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Flying
When Moongrove Stalker enters the battlefield, target opponent reveals his or her hand. You choose a card from it. That player discards that card. “Won’t you tell this curious lady the deepest secrets of your mind?”
1/1
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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
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Exile target creature or enchantment. Its controller puts a 1/1 Human creature token onto the battlefield.
Mertinia, rid of the vitterfolk, has now become a land for friendly kithkin, loving jötuns, and free humans to enjoy together as a family.
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Dwarf Mercenary blocks and must be blocked by a white creature if able.
With so many treasures in Liberia, many dwarves have become bounty hunters. No shame for any job, they only seek the right reward.
4/1
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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 |
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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You gain 2 life for each green or white permanent on the battlefield.
When the vitterfolk lived, jötuns had never felt Mertinia so clean as it is now with kithkin and humans.
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Spend only black and/or red mana on X.
Spirit Burn deals X damage to target creature or player. You gain life equal to the damage dealt this way. Every night, screams can be heard all over Mertinia. It is only after that that the Skullriders finish their victims.
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Blood Tax deals 5 damage to target creature unless its controller has Blood Tax deal 5 damage to him or her.
“Get in a deal with a dwarf and you’re in trouble. Either you pay him back or he makes you pay him back.”
—Thadeo, Mertinian liberator |
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This creature is unblockable.
1/1
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Mind Rewinder
(rare)
Kithkin's Revenge
(uncommon)
Zombie Mannequin
(uncommon)
Autumn's Voice
(uncommon)
Heaventouched Soldier
(common)
Moongrove Stalker
(common)
Flying Men
(common)
Impede Dangers
(common)
Dwarf Mercenary
(common)
Purity's Touch
(common)
Fae's Hunting
(common)
Breathe Nature
(common)
Spirit Burn
(common)
Blood Tax
(common)
Swamp
(basic)
Illusion
(token)
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: Each player shuffles a card from his or her graveyard into his or her library, then draws a card.


