Sienira's Facets: Virtual Booster
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| Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ |
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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Whenever an Aura becomes attached to a creature, you may draw a card.
If you go to him for a rainproofing, you'll come away with shimmering skin and extra arms.
2/2
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Flash
When Infiltrator's Cape enters the battlefield, you may attach it to target creature. Equipped creature gets +1/+2 and has flying. Equip ![]() |
Put the top card of each player's library into that player's graveyard. If a land card was put into a graveyard this way, return Clash with the Elusi to its owner's hand.
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Each player sacrifices a land. Submerge in Fire deals 5 damage to each player.
The landscape copes surprisingly well with being repeatedly incinerated.
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Whenever you cast an instant spell, Runebound Bouncers gets +2/+2 until end of turn.
The musclerunes deliver a sharp stimulation when magic is nearby. The thugs get hooked on the sensation and seek out dangerous work.
1/1
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Target player puts the top six cards of his or her library into his or her graveyard.
"We may not be vampires, but don't imagine for a moment that means you're safe." – Condri interrogator
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As an additional cost to cast Vent Frustration, return a land you control to its owner's hand.
Vent Frustration deals 5 damage to target creature. If you keep blocking it up, eventually it'll explode in your face.
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Enchant creature
Enchanted creature has flying. Whenever an artifact enters the battlefield under your control, you may return Cumulus Crown and enchanted creature to their owners' hands. |
Whenever an Aura becomes attached to Tanglevine Pruner, put a 3/3 green Plant Beast creature token onto the battlefield.
The trimmings from enchanted hedges have a tendency to follow you home.
2/2
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Atrapice Borderguard gets +1/+1 as long as you control an artifact.
Atrapice Borderguard gets +1/+1 as long as you have an instant card in your graveyard. 1/2
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Shroud
Reminisce ![]() (![]() , Exile this card from your hand: Return target creature card from your graveyard to your hand.)For centuries gladewardens have used the reflective skin of armodons to focus light and mana for aesthetic effect.
4/4
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Choose one – X target creatures gain swampwalk until end of turn; or X target lands become Swamps until end of turn.
Many gang members are happy to get dirty if it's necessary for the mission... or even if it isn't.
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: Target creature gets +1/+1 until end of turn. , : Target Artificer creature gets +2/+2 until end of turn.Never fight a smith in his own workshop.
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Disaffected Altarhand can't attack unless you've cast a sorcery this turn.
The church rituals energise him, bringing him out of his stupor. He spends the rest of the week glaring blearily at anything that comes near.
5/2
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Compulsive Enchanter
(rare)
Infiltrator's Cape
(uncommon)
Clash with the Elusi
(uncommon)
Submerge in Fire
(uncommon)
Runebound Bouncers
(common)
Mind Erosion
(common)
Vent Frustration
(common)
Cumulus Crown
(common)
Tanglevine Pruner
(common)
Atrapice Borderguard
(common)
Khert Armodon
(common)
Plunge into Muck
(common)
Museary Gateway
(common)
Disaffected Altarhand
(common)
Island
(basic)





: Target creature gets +1/+1 until end of turn.