Isolation: Virtual Booster

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Mechanics
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 – Insect Druid
Wither
{b}: Everliving becomes a zombie in addition to its other types with {b}: Regenerate until end of turn.
5/5
 U 
Creature – Camel Nomad
Horsemanship
During your endstep you may return target enchantment to its owner's hand. That player puts a 1/1 white spirit token with flying onto the battlefield.
1/2
 U 
Creature – Whale
Defender
When Deep Guardian or another creature you control with defender blocks you may draw a card.
2/3
 U 
Sorcery
Search your library for an instant or sorcery and put it into your graveyard. Shuffle your library afterward.
 C 
Creature – Human Scout
Flash, Vigilance
1/4
 C 
Creature – Spirit
Flying
When Lingering Ghost exits the battlefield put a 1/1 black spirit token with flying onto the battlefield.
No one knows what it was in, when it died, or who killed it, but it pursues us all.
2/1
 C 
Instant
Target creature gets -5/-0 until end of turn.

Return a permanent you control to its owner's hand.
 C 
Creature – Marsupial
Reach
3/3
 C 
Sorcery
Reveal the top card of your library, if it is an island put it onto the battlefield tapped. Repeat this process until you do not reveal an island.
 C 
Enchantment
Whenever a non-creature source deals damage to you return one permanent to its owners hand and deal them 1 damage.
{2}{b}{b}
 
 C 
Tribal Sorcery – Zombie
Exile two zombies from your graveyard in addition to paying Zombine's other costs. Put a 5/5 black zombie token onto the battlefield.
"This one's got arms. That one has legs. Hey, now it's a mino-centaur."- Sissile, student of Abringon.
 C 
Creature – Beast
Massive Sable gets +3/+3 when being blocked by a green creature.
3/3
 C 
Creature – Cat Beast
Wildmane Aggressive must attack each turn if able.
3/3
 C 
Enchantment
For every 1 life you lose target creature gains +2/+1 until end of turn.
Forest
 
 B 
Basic Land – Forest

Everliving (rare)
Salt Carriers (uncommon)
Deep Guardian (uncommon)
Firedowsing (uncommon)
Patrol Scout (common)
Lingering Ghost (common)
Hesitant Bait (common)
Red-Tailed Kangaroo (common)
Desert Flood (common)
Deranged Ambience (common)
Zombine (common)
Massive Sable (common)
Wildmane Aggressive (common)
Organic Ambiance (common)
Forest (basic)