Isolation: 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.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Choose a non-land permanent you don't control-
![]() ![]() ![]() : Discard a number of cards from the top of your library equal to target card's converted mana cost and gain control of that permanent.2/3
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Counter target spell. Its controller may choose up to three lands and returns them to their owners' hands.
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Put a +1/+1 counter on Anticipating Ghost during your endstep if Anticipating Ghost didn't attack.
2/3
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Defender
Whenever Catch Spike deals combat damage to a creature, Catch Spike becomes an Equipment type artifact until that creature dies. Attach Catch Spike to that creature. Equipped creature gets -3/-1. 1/3
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Draw 4 cards if you own at least 5 exiled permanents.
The tensions across Jyhelm's land had hid the plans of an ancient schemed.
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Flash, Vigilance
1/4
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You may return Hibernating Grizzlies to your hand during your endste if Hibernating Grizzlies is tapped.
2/2
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Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.
War is a conflict that determines not who is right—but who is left.
2/2
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- sacrifice Cemetery Bomb: each creature in your graveyard is an artifact in addition to its other types until end of turn. |
Whenever you gain a life you may exile target creature from its owner's graveyard.
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Tap two target permanents. Those permanents don't untap for the nest 4 turns.
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Whenever Eor Journeyman deals combat damage to a player that player may reveal the top card of his or her library. If that card is a sorcery or instant that player may cast it without paying its mana cost.
4/2
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Separate all creatures you control into two piles. Your opponent chooses one of them. All creatures in that pile gain flying until end of turn. All creatures in the other pile gain shroud until end of turn.
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Prevent all damage that would be dealt to you this turn if you control more creatures than an opponent.
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Covetor
(rare)
Undone
(uncommon)
Anticipating Ghost
(uncommon)
Catch Spike
(uncommon)
Drawn from the Deep
(common)
Patrol Scout
(common)
Hibernating Grizzlies
(common)
Shock Troops
(common)
Cemetery Bomb
(common)
Tearful Ambiance
(common)
Spring Storm
(common)
Eor Journeyman
(common)
Heaven's Ascension
(common)
Horrible Infestation
(common)
Mountain
(basic)



: Discard a number of cards from the top of your library equal to target card's converted mana cost and gain control of that permanent.
