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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When Caller of Leaves enters the battlefield, put a seed counter on each land. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it.
Lands that are also creatures have haste and attack each turn if able. 2/3
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Put a seed counter on each up to two target lands. Each of those lands is a 2/2 green Elemental creature that’s still a land as long as it has a seed counter on it. If an opponent controls a blue or black creature, put a +1/+1 counter on each of those lands.
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Target opponent discards two cards. You draw a card for each green or white card discarded this way.
“He remembers nothing of his past, of his old friends. This way, he doesn’t need to worry about mercy either.”
—King Paolo |
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. |
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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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Put an unblockable 1/1 blue Illusion creature token onto the battlefield. Return Carry All Memories to your hand.
The ocean is as infinite as one’s mind allows it to be.
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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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Search your library for a basic land card and put it onto the battlefield with a seed counter on it. Then shuffle your library. As long as that land has a seed counter on it, it’s a 2/2 green Elemental creature that’s still a land. (It’s affected by summoning sickness)
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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.
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Destroy target land. You may dig 5 for a basic land. (Look at the top five cards of your library. You may reveal a basic land card from among them and put it into your hand. Put the rest on the bottom in any order.)
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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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Attacking creatures you control get +1/+1.
Adapt—If a creature with converted mana cost 1 or less attacked this turn, you may pay ![]() rather than pay Promise to Flamegrove’s mana cost. |
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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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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
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This creature is unblockable.
1/1
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Caller of Leaves
(mythic)
Soleil's Revenge
(uncommon)
Zombie's Revenge
(uncommon)
Vial of Creation
(uncommon)
Moongrove Stalker
(common)
Ghost of the Deep
(common)
Umbra Farseer
(common)
Terramancy
(common)
Skull Burn
(common)
Rise from the Ashes
(common)
Elite Vanguard
(common)
Promise to Flamegrove
(common)
Spirit Burn
(common)
Heavenlake Remains
(common)
Plains
(basic)
Illusion
(token)




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


