Fetish Wars: Virtual Booster
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| Mechanics | Skeleton |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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As long as you have no cards in your graveyard Cackleless Yerba gets +2/+2.
"I nothing to call on other than my own teeth."
1/3
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Haste
Whenever Shaman of Fortune deals combat damage to a player discard your hand, then draw that many cards. Shaman of Fortune deals 1 damage to target creature for each card drawn this way. 5/4
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Exile target land, then deal 1 damage to its controller for each exiled land they own.
The whispers of the land and its spirit went unheard, leaving only a dirge as disposable as mortal supposedly are.
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Stampede (Creatures you control with stampede can't be blocked unless all attacking creatures you control with stampede are blocked.)
Whenever Diamondhoof Antelope becomes untapped untap all other creatures with Stampede that you control. 2/3
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Whenever Hammer Merchant attacks you may destroy target artifact creature
What better way to prove a weapon's worth than a demonstration?
2/2
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Haste, vigilance
While other cats hide in trees and brush, Okundwa's leonin stand tall and proud in the savannah.
3/3
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Enchant creature
Enchanted creature gets +1/+1 and deathtouch. When enchanted creature dies put a 1/1 black-green snake token with deathtouch onto the battlefield. |
, : Target creature gets +2/+2 until end of turn. Use this ability only during your main phase.Fight to the rhythm.
2/2
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Wither
When Nnikvi Elder dies you may draw a card. The Nnikvi tribe endure suffering in the flesh so that when they become spirits they will find joy in being free from flesh.
1/3
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Fetish ( Whenever a nontoken creature dies, if Sphinxmane Headdress has no fetish, you may exile that card.)
, : Exile the top card of target player's library. If Sphinxmane Headdress has a fetish, costs less.
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Creatures you control gain first strike until end of turn.
The Medur fasya are common hires among travelling caravans.
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Wither
When Midnight Spiritkeeper enters the battlefield, if there is a creature card in your graveyard, you may gain 4 life. 4/4
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Flying
Zebrasi are said to messengers of the sun itself, their black stripes representing the sun chasing away the night.
2/1
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Counter target creature spell. All creatures you don't control with the same name get -3/-0 until end of turn.
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Cackleless Yerba
(common, foil)
Shaman of Fortune
(mythic)
Falling Cliffs
(uncommon)
Diamondhoof Antelope
(uncommon)
Hammer Merchant
(uncommon)
Bronzemane Sentinel
(common)
Viper Wreath
(common)
Gwehu War Drummer
(common)
Nnikvi Elder
(common)
Sphinxmane Headdress
(common)
Fasya Tactics
(common)
Midnight Spiritkeeper
(common)
Zebrasi Skyherd
(common)
Insult the Name
(common)
Island
(basic)





: Target creature gets +2/+2 until end of turn. Use this ability only during your main phase.
