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 one- destroy all enchantments or destroy all artifacts.
Put a 1/1 white spirit token with flying into play for each artifact or enchantment destroyed by Free Souls. |
Salt Mine enter the battlefield tapped.
![]() ![]() - sacrifice a plains: Permanents you control have protection from instants or sorceries until end of turn. |
At the eginning of your upkeep target creature gains defender and you gain control of it until end of turn.
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: Add to your mana pool.
![]() ![]() ![]() : Gain one life for each creature you control with a toughness greater than its power. |
You may return Hibernating Grizzlies to your hand during your endste if Hibernating Grizzlies is tapped.
2/2
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Flash, Vigilance
1/4
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Creatures lose horsemanship during the combat phase.
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Haste, Trample
Killing is their business. Fortunately for us, business is not good.
4/4
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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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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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Flying
Creatures with horsemanship can't attack or block. 1/1
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Cast Sudden Growth only if you control at least one creature. Put a 1.1 green saproling token onto the battlefield.
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![]() : Target creature loses landwalk until end of turn.It had been thousands of years since the jungles belonged to his people, and it did not seem like they would ever return to the Centaurs' control.
3/5
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Sacrifice a permanent. Each opponent must sacrifice that shared a type with the permanent you sacrificed if possible.
So many criminals, so few strong ropes.
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Free Souls
(rare)
Salt Mine
(uncommon)
Puppet Theatre
(uncommon)
Bramble Thicket
(uncommon)
Hibernating Grizzlies
(common)
Patrol Scout
(common)
Horse Traps
(common)
Thunderhordes
(common)
Heaven's Ascension
(common)
Drawn from the Deep
(common)
Aerial Renegade
(common)
Sudden Growth
(common)
Terrain Master
(common)
Cruel Justice
(common)
Swamp
(basic)


- sacrifice a plains: Permanents you control have protection from instants or sorceries until end of turn.
to your mana pool.



