Mashup: the Gathering Workbench: Virtual Booster
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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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Flying
As long as Evangelizing Aven is tapped, it gets +2/-2. "They keep screaching 'Repent! Repent! Repent!'. What will it take to stop their infernal squaking?"
- Halina, Dwarven Trader 2/4
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As Infernal Council enters the battlefield, an opponent may make you draw eight cards. If no player does, it enters the battlefield with eight +1/+1 counters on it.
Whenever Infernal Council attacks or blocks, you may remove any number of counters from it. If you do, deal that much damage to all other creatures. 0/0
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When Villainous Heart enters the battlefield, sacrifice an Ogre, or sacrifice Villainous Heart.
When Villainous Heart attacks, all Ogres and Demons get +2/+2 until end of turn. : Regenerate Villainous Heart.3/2
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If your opponent controls an attacking creature with power greater than the number of cards in your hand, you may pay
![]() rather than pay Protect the Master's mana cost.
Put two 3/3 white Djinn creature tokens with flying into play. |
![]() , , Sacrifice a land: Search your library for a Soldier card and a Plains card, reveal them, and put them into your hand. Then shuffle your library.3/3
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, Pay 1 life: Add to your mana pool."The land belongs to the murk as far as the eye can see. The deeper you sink, the more you can see."
1/2
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Enchant creature
Enchanted creature gains protection from its colors. This effect does not remove Friend Ward. "When you wield authority, there is no greater threat to yourself, than yourself." -The Lord of Atlantis
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As an additional cost to cast Explosive Shoots, sacrifice a land.
Search through your library for a basic land, put it onto the battlefield, then shuffle your library. Each player gains 1 life for each basic land type they control, then Explosive Shoots deals 3 damage to each player. |
Creatures can't block Walking Nightmuse unless their controller discards a card for each creature he or she controls that's blocking Walking Nightmuse.
4/2
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Flying
Whenever an opponent casts a creature spell, put a +1/+1 counter on Coast Guarder. 2/1
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Tap two target lands, then add
![]() to your mana pool. Draw a card. |
Enchant Creature
Enchanted creature gets +2/+1. At end of turn, return Holy Favor to its owner's hand. |
Discard a card at random from your hand: Rat Nest Ogre can't block this turn. Any player may play this ability.
"Been living with the rats too long. Can no longer see. Rats don't mind, though. Just give me their eyes."
4/1
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Flying
It's hard to call it flying, the way they seem to fall out of the sky, collapsing on their prey.
1/1
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Evangelizing Aven
(common, foil)
Infernal Council
(rare)
Villainous Heart
(uncommon)
Protect the Master
(uncommon)
Corps Recruiter
(uncommon)
Blightsoil Druid
(common)
Friend Ward
(common)
Explosive Shoots
(common)
Walking Nightmuse
(common)
Coast Guarder
(common)
Mishra's Rite
(common)
Holy Favor
(common)
Rat Nest Ogre
(common)
Unloved Devil
(common)
Plains
(basic)




, Sacrifice a land: Search your library for a Soldier card and a Plains card, reveal them, and put them into your hand. Then shuffle your library.
to your mana pool.

