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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Intimidate
Whenever Arrogance Entity deals combat damage, each player discards that many cards, then returns that many cards from his or her graveyard to his or her hand. 7/7
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When Spiritual Affinity enters the battlefield, put two 1/1 white Human creature tokens onto the battlefield.
Creatures you control with converted mana cost 1 or less have protection from black. Adapt—If you control a token, you may pay ![]() rather than pay Spiritual Affinity’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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Whenever you cast a white spell, you may put a quest counter on Seeker of the New Beginning.
Remove a quest counter from Seeker of the New Beginning: Until end of turn, target creature gets +1/+1 and gains your choice of flying, first strike, lifelink, or vigilance. 2/3
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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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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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Return target creature card with converted mana cost X or less from your graveyard to the battlefield.
Queen Cecilia got rid of her husband Paolo a long time ago, but every now and then a new body rises in Forteplaza, swearing loyalty to the king.
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Target creature gets +4/+4 and blue creatures lose flying until end of turn.
“After leaving Moongrove, we found a new place, and new beings. They called themselves sirens. We didn’t know them, but we felt in our hearts that we could trust them.”
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Enchant creature
Enchanted creature has lifelink. : Enchanted creature gets +1/-1 or -1/+1 until end of turn. |
Waterfall of Peace can block an additional creature.
Adapt—If an opponent controls three or more creatures, you may pay ![]() rather than pay Waterfall of Peace’s mana cost.Once violence sees itself not working, it simply disappears.
0/4
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Dwarf Avalanche deals damage to target creature or player equal to the number of creatures with converted mana cost 1 or less you control.
The weakest dwarves are not guided by skill, but by numbers.
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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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Dig 7 for up to three basic lands. (Look at the top seven cards of your library. You may reveal up to three basic land cards from among them and put them into your hand. Put the rest on the bottom in any order.)
Adapt—If an opponent controls more lands than you, you may pay ![]() rather than pay Mertinia Farming’s mana cost. |
Whenever a creature with converted mana cost 1 or less enters the battlefield under your control, you may attach Orphan’s Dagger to that creature.
Equipped creature gets +2/+1. Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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This creature is unblockable.
1/1
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Arrogance Entity
(rare)
Spiritual Affinity
(uncommon)
Ornithopter
(uncommon)
Seeker of the New Beginning
(uncommon)
Forteplaza's Tradings
(common)
Lake Trespasser
(common)
Stir the Grave
(common)
Forest's Hand
(common)
Radiant Aura
(common)
Waterfall of Peace
(common)
Dwarf Avalanche
(common)
Repeal
(common)
Mertinia Farming
(common)
Orphan's Dagger
(common)
Mountain
(basic)
Illusion
(token)








