Magic 20XX: 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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Flash
Enchant Creature Enchanted creature gets +2/+0. When enchanted creature deals combat damage to another creature, put a +1/+1 counter on the enchanted creature. |
Wizards you control gain flying.
, Sacrifice a Thrull: Counter target spell unless that spell’s controller pays or .2/2
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, Sacrifice a creature: Put a +1/+1 counter on Voluminous Pundinsnatcher.
If Voluminous Pundinsnatcher has three or more +1/+1 counters on it, it gains Intimidate. 1/1
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Enchant creature
When Vampirism enters the battlefield, draw a card at the beginning of the next turn’s upkeep. Enchanted creature gets +1/+1 for each other creature you control. Other creatures you control get -1/-1. |
Flash
When Vexing Aethergeller enters the battlefield, counter target creature spell. 0/1
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As an additional cost to cast Lightning Axe, discard a card or pay
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Lightning Axe deals 5 damage to target creature. "A gargoyle's meat can be carved with an ordinary cleaver, but for its petrous hide . . ."
=Asmoranomardicadaistinaculdacar, The Underworld Cookbook |
Enchant Creature
Enchanted creature doesn’t untap during its controller’s untap step as long as you have more cards in hand than the creature’s controller. |
, Sacrifice Illusion Seed: Choose a basic land type. Target land is the chosen type until end of turn.
When Illusion Seed is put in the graveyard from play, draw a card. |
Trample
4/3
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If a creature would deal damage to you, prevent 1 of that damage.
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Hellbent — When Slaughterhouse Bouncer is put into a graveyard from the battlefield, if you have no cards in hand, target creature gets -3/-3 until end of turn.
3/3
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Put a +1/+1 counter on up to X target creatures you control, where X is equal to the number of cards in your hand.
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First strike
![]() : Capashen Knight gets +1/+0 until end of turn.1/1
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Hexproof
3/4
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Poisoned Pinions
(common, foil)
Thrull Mindslave
(rare)
Voluminous Pundinsnatcher
(uncommon)
Vampirism
(uncommon)
Vexing Aethergeller
(uncommon)
Lightning Axe
(common)
Dominating Presence
(common)
Illusion Seed
(common)
Gatesmasher Giant
(common)
Sphere of Hope
(common)
Slaughterhouse Bouncer
(common)
Spread of Wisdom
(common)
Capashen Knight
(common)
Voda Dolphins
(common)
Plains
(basic)



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