Sienira's Facets: Virtual Booster

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Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ
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 
Artifact Land
(Library of Atrapice isn't a spell.)
{t}: Add {1} to your mana pool.
{4}, {t}: Draw a card. Activate this ability only any time you could cast a sorcery.
The site of artisans' learning and training is itself an intricately crafted masterpiece.
 U 
Instant
Untap target creature. Until end of turn, that creature gains first strike and becomes an artifact, enchantment, and land in addition to its other types.
Draw a card.
Peering through the sudden glare, each onlooker saw what they desired most.
 U 
Artifact – Equipment
Flash
When Infiltrator's Cape enters the battlefield, you may attach it to target creature.
Equipped creature gets +1/+2 and has flying.
Equip {3}
 U 
Enchantment – Aura
Enchant land
When enchanted land becomes tapped, you may destroy it.
When enchanted land is put into a graveyard from the battlefield, you may pay 1R. If you do, return Brink of Destruction from your graveyard to the battlefield.
 C 
Creature – Elemental
Flying
Whenever an enchantment enters the battlefield under your control, you may put a +1/+1 counter on Glimmerbreath.
Some of Atine's living creations serve no purpose but decoration.
0/1
 C 
Creature – Dwarf Soldier
Whenever an artifact enters the battlefield under your control, Soliforge Conscripts gets +2/+2 until end of turn.
It's best not to cross them when they're tetchy. And they're always tetchy.
3/3
 C 
Creature – Beast
Shroud
Reminisce {1}{g} ({1}{g}, 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
 C 
Tribal Sorcery – Cleric
Target creature gets +3/+1 and gains intimidate until end of turn. If that creature is a Cleric, it gets an additional +3/+3 until end of turn.
"May the Dark One go with you and clear your path."
 C 
Artifact – Equipment
Equip {1}
Equipped creature gets +1/+1 and has vigilance.
A dwarven captain's helmet lets him keep abreast of tactical developments on all sides at once.
 C 
Creature – Human Warrior
Veniwood Borderguard gets +1/+1 as long as you control five or more lands.
Veniwood Borderguard gets +1/+1 as long as you control an enchantment.
2/2
 C 
Tribal Instant – Rogue
Creatures you control gain shroud until end of turn.
Rogue creatures you control are unblockable until end of turn.
The Elusi are expensive, but there are many benefits to having one on your side.
 C 
Sorcery
Destroy up to one target land. Return up to one land card from your graveyard to your hand.
Life in the unstable Khert steppes is exciting. At any time there might be a new plain or forest out of nowhere.
 C 
Creature – Ogre Cleric
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
 C 
Creature – Human Cleric
Flying
{t}: Target creature gets -1/-1 until end of turn.
Giant bat wings overhead cause citizens to scatter, as damning imprecations fall on those below like noxious droppings.
2/3
Forest
 
 B 
Basic Land – Forest

Library of Atrapice (rare)
Ubiquitous Strike (uncommon)
Infiltrator's Cape (uncommon)
Brink of Destruction (uncommon)
Glimmerbreath (common)
Soliforge Conscripts (common)
Khert Armodon (common)
Cloak in Terror (common)
Helm of Awareness (common)
Veniwood Borderguard (common)
Fleeting Whispersilk (common)
Tectonic Adjustment (common)
Disaffected Altarhand (common)
Plaguepreacher (common)
Forest (basic)