Isocholite: Virtual Booster

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Mechanics | Skeleton | Limited Archetypes
Printable
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.
 R 
Creature – Human Warrior
Double strike
Whenever Twinblade Skirmisher becomes blocked, it gets +1/+1 until end of turn.
2/2
 U 
Creature – Elemental
{2}{b}: Rot Elemental gets +X/+X until end of turn, where X is the number of creature cards in your graveyard. Activate this ability only once each turn.
3/4
 U 
Land
Crumbling Crag enters the battlefield tapped.
{t}: Add {r} to your mana pool.
When Crumbling Crag is put into a graveyard from the battlefield, it deals 2 damage to target creature or player.
 U 
Creature – Giant Soldier
Vigilance
Most giants inhabit Erg territory and roam the wastes in tribal bands, much like Nomads. Some eschew this path, and offer their service to one of the few remaining major civilizations.
4/4
 C 
Sorcery
Creatures you control gain flying until end of turn.
Salvage 4 (If you would draw a card, you may instead exile 4 other cards from your graveyard, then return this card from your graveyard to your hand.)
 C 
Artifact – Equipment
Equipped creature gets +1/+0 and has menace.
Raider's Warhorn's equip ability costs {1} if targets a red creature.
Equip {2}
 C 
Creature – Human
Wasteland Salvager enters the battlefield with two +1/+1 counters on it.
If damage would be dealt to Wasteland Salvager, instead prevent that damage and remove a +1/+1 counter from it.
Salvaging is a dangerous job, and only the hardiest of souls dare risk it.
0/0
 C 
Creature – Vampire
Menace (This creature can't be blocked, except by two or more creatures.)
The vampires that remain on Ischolite's surface roam the wastes, spurned by human civilizations.
1/2
 C 
Creature – Bird
Dust Glider can block only creatures with flying.
They make their nests in the carcass of the world.
3/1
 C 
Creature – Lizard
{r}: Flametongue Pygmy gets +1/+0 until end of turn.
Infuse {1}{r} ({1}{r}, {t}: Until end of turn, target creature gains all of this permanent's colors and abilities, and this permanent loses all of its colors and abilities.)
1/1
 C 
Creature – Human Soldier
"The new ones start off real bold and hotblooded, eager for a field assignment – with the Skysailers, or something. The ones that make it back are too terrified to take a step outside the walls."
-- Havric, Battleguard Captain
2/2
 C 
Enchantment – Aura
Enchanted creature gets +1/+0 and has first strike.
Salvage 1 (If you would draw a card, you may instead exile 1 other cards from your graveyard, then return this card from your graveyard to your hand.)
 C 
Creature – Human Nomad Cleric
{w}, {t}: Prevent the next 1 damage that would be dealt to target creature or player this turn. If that creature is colorless, prevent the next 2 damage that would be dealt to it instead.
1/3
 C 
Sorcery
Target player discards a card.
Salvage 2 (If you would draw a card, you may instead exile 2 other cards from your graveyard, then return this card from your graveyard to your hand.)
Swamp
 
 B 
Basic Land – Swamp

Twinblade Skirmisher (rare)
Rot Elemental (uncommon)
Crumbling Crag (uncommon)
Enlisted Giant (uncommon)
Ride the Winds (common)
Raider's Warhorn (common)
Wasteland Salvager (common)
Wasteland Prowler (common)
Dust Glider (common)
Flametongue Pygmy (common)
Battleguard Recruit (common)
Sandshaper's Gift (common)
Nomad Balmgiver (common)
Encroaching Madness (common)
Swamp (basic)