Mashup: the Gathering Workbench: Virtual Booster
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.
If you would draw a card, you may instead put a card from your graveyard on top of your library.
Whenever a card goes to your graveyard from anywhere, exile it, and each player loses 1 life. "So many spirits. So few bodies."
2/2
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When you cast Volrath's Whim, any player may pay 5 life. If a player does, counter Volrath's Whim.
Target player puts a card from their hand on top of their library. Then, look at the top four cards of that player's library and exile three of them. |
Choose one or more — Target creature gains haste until end of turn; or target creature's power becomes 4 until end of turn; and/or target creature's toughness becomes 1 until end of turn
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When Wreckage Skimmer enters the battlefield, return an instant or sorcery from your graveyard to your hand.
![]() 2/3
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![]() ![]() "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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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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Deal 1 damage to all creatures your opponents control. Creatures you control get +0/+3 until end of turn.
Ha! Conviction? Your 'noble spirit' might win wars, but first you'll need to keep your flesh intact.
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Target creature becomes a 2/3 green Plant Wall with defender and "
![]() Wrap arms and roots together, be convulsed with grief, and bring back chaos out of shape.
- Conrad Aiken, The Room |
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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Until end of turn, blocking creatures neither deal, nor receive combat damage, and gain "
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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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When Pull of Pyromancy enters the battlefield, put a 3/3 Red Elemental creature token onto the battlefield.
At the beginning of each player's upkeep, Pull of Pyromancy deals 1 damage to that player, unless he or she controls an Elemental. |
Protection from enchantments
![]() 2/2
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Tap two target lands, then add
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Cryptic Guildmage
(rare)
Volrath's Whim
(uncommon)
Suddenly Solifuge
(uncommon)
Wreckage Skimmer
(uncommon)
Blightsoil Druid
(common)
Evangelizing Aven
(common)
Steadfast Assault
(common)
Turn to Brambles
(common)
Walking Nightmuse
(common)
Snowball Fight
(common)
Friend Ward
(common)
Pull of Pyromancy
(common)
Anti-Aura Acolyte
(common)
Mishra's Rite
(common)
Forest
(basic)