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 |
Sacrifice Carrier of Expansion: You may play an additional land this turn. Draw a card.
“Conquering is not controlling the land, but making it accept you.”
1/1
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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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Counter target spell unless its controller pays U.
Draw a card. Adapt—If an opponent controls an Island, you may pay ![]() rather than pay Word of Prohibition’s mana cost. |
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Flying
, 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
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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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Blessing 1 (If a source would deal only 1 damage to this creature, prevent it.)
What took years of research for King Paolo’s necromancers was perfected at once with the knowledge of the Umbras.
3/1
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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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When Jail Liberator enters the battlefield, other creatures you control with converted mana cost 1 or less get +1/+0 until end of turn.
Releasing dwarves is releasing chaos.
1/1
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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.
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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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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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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 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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1/1
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Mind Rewinder
(rare)
Carrier of Expansion
(uncommon)
Kithkin's Revenge
(uncommon)
Word of Prohibition
(uncommon)
Umbra Necrofeeder
(common)
Breathe Nature
(common)
Moonguided Zombie
(common)
Heavenlake Remains
(common)
Jail Liberator
(common)
Sun's Energy
(common)
Flying Men
(common)
Forteplaza's Tradings
(common)
Heaventouched Soldier
(common)
Umbra Farseer
(common)
Island
(basic)
Human
(token)
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: Each player shuffles a card from his or her graveyard into his or her library, then draws a card.

