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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Enchant Creature
Enchanted creature gets +2/+1. When enchanted creature dies, return that card to the battlefield under your control. "You know how it is. Everyday it's 'trade my soul this', and 'give me more power that'. Of course I don't have more time to visit, Mum."
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Staff of Calm enters the battlefield with X healing counters on it.
You can't lose the game and your opponent can't win the game. Whenever damage would be dealt to you, instead remove that many healing counters from Staff of Calm. If there are no healing counters on Staff of Calm, sacrifice it, then shuffle your graveyard into your library. |
Creatures you control get +2/+0.
At the beginning of the end step, sacrifice Unnatural Fever, then gain 4 life for each tapped creature you control. |
: Add to your mana pool.
: Add , or to your mana pool. You may not use this mana to cast creature spells.The trees provide no shelter, the soil, no comfort.
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At the beginning of your second main phase, if Gilded Hulk attacked, add three mana of any color to your mana pool.
I tried, once, to give one a soul. I had to remove it again when the creature went berserk.
-Volrath 5/4
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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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Flying
Whenever an opponent casts a creature spell, put a +1/+1 counter on Coast Guarder. 2/1
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Protection from enchantments
, Discard Anti-Aura Acolyte: Target creature gains protection from enchantments until end of turn.2/2
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Tap two target lands, then add
![]() to your mana pool. Draw a card. |
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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Enchant Land
Enchanted Land is a Swamp and Mountain. Whenever enchanted land becomes tapped, that land deals two damage to its controller. |
If an opponent controls a Swamp, and you control a Plains, you may cast Cho-Arrim Augury without paying its mana cost.
Draw a card, then put a card from your hand on top of your library. Then look at the top four cards of your library and put them back in any order. |
Flying
Sacrifice a land: Return Shade of Prey to its owner's hand. : Shade of Prey gets +1/+1 until end of turn.2/1
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Unholy Pact
(common, foil)
Staff of Calm
(rare)
Unnatural Fever
(uncommon)
Pine Barrens of Ill Omen
(uncommon)
Gilded Hulk
(uncommon)
Friend Ward
(common)
Coast Guarder
(common)
Anti-Aura Acolyte
(common)
Mishra's Rite
(common)
Rat Nest Ogre
(common)
Unloved Devil
(common)
Steaming Sink Pits
(common)
Cho-Arrim Augury
(common)
Shade of Prey
(common)
Plains
(basic)




: Add
or
to your mana pool. You may not use this mana to cast creature spells.


