Diaspora: Virtual Booster
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| Mechanics | Skeleton |
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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Creatures have deathtouch.
Everything can and will kill you.
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Equipped creature gains +2/+1 and "whenever this creature deals combat damage to a player you may tap target land that player controls."
Eqip ![]() |
Enchant creature
Put a +1/+1 counter on the enchanted creature. The enchanted creature gains "whenever this creature attacks you gain life equal to the number of +1/+1 counters on enchanted creature." |
![]() : Regenerate Bloomheart Troll. If Bloomheart Troll is settled this ability costs less.
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.) 4/4
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: Add to your mana pool.
: Iron Veins becomes a mountain. (Iron Veins loses the ability " : Add to your mana pool.) |
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Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Henbane Herbalist has deathtouch as long as the land settled by Henbane Herbalist is untapped. 2/3
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Deathtouch, reach
When survivors flocked to the Grim Grove they found themselves at the mercy of those they had exiled.
3/2
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent. Temdaquish's unattended biopools were becoming a hazard.
3/4
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Flying, Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn. 2/2
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
If they knew the ancient tongue of the Arbormen they could hear the stories passed down from the Arbormen's elders of how the portal crisis had happened before and how the short-lived survived.
6/6
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Hexproof
When Great Ocean's Lurker enters the battlefield draw a card. Those that attempted to cross the Great Ocean or had been warped there found that the monsters of lore were real.
3/4
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Target player reveals their hand. Choose up to one land and one nonland card in that player's hand. That player discards those cards.
The world can be the cruelest source of displacement.
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Lonely- If Heartbroken Goblin is the only spell you cast this turn Heartbroken Goblin deals 2 damage to target creature you control at the beginning of the endstep.
Goblin hordes inspire confidence, courage, camaraderie. Others rarely understand the true complexity of goblin communities and relationships.
2/1
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Target creature gets +1/+1 and gains first strike until end of turn.
Draw a card. Gamar thought it was just his old guard instincts but others read his actions as having more heart.
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End of Survival
(rare)
Tree Saw
(uncommon)
Successful Foraging
(uncommon)
Bloomheart Troll
(uncommon)
Iron Veins
(common)
Henbane Herbalist
(common)
Nightshade Archer
(common)
Wandering Winterwhite
(common)
Craquim Aeronaut
(common)
Ancient Arborfolk
(common)
Great Ocean's Lurker
(common)
Diaspora
(common)
Heartbroken Goblin
(common)
Overprotective Charge
(common)
Mountain
(basic)




: Add
to your mana pool.

