Shattered Kingdom: Virtual Booster

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Mechanics | Skeleton
Printable
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.
 C 
Artifact Creature – Human Warrior
When Annurad Security enters the battlefield you lose 4 life unless you have less life than each opponent.
Bazaars show wares, even the guards' presence doubles as mercantile demonstration.
5/5
 
 R 
Creature – Djinn Wizard
Flying

At the beginning of each endstep if a player discarded a card create a 1/1 artifact rogue with "this creature can't be blocked" and Deceit ((When this leaves the battlefield you may pay {2}. If you do, draw a card).).
6/4
 U 
Artifact – Implant
Implanted creatures gain trample and "Whenever this creature deals damage to both a creature and a planeswalker or player, put a +1/+1 counter on this creature."

Implant {r}{g} ({r}{g}:Target creature you control is implanted for as long as you control Violent Instincts. Implant only as a sorcery.)
 U 
Artifact – Implant
Implanted creatures gain "this creature gers +1/+1 whenever an instant or sorcery spell is cast."

Implant {2}{u} ({2}{u}: Target creature you control is implanted for as long as you control Heart of Lies. Implant only as a sorcery.)
 U 
Creature – Marid Wizard
Warning (As you cast this spell any player may pay 2 life. If they do, exile this spell. At the beginning of your next upkeep put this creature onto the battlefield.)

Whenever a player pays life, that player must pay an additional 2 life.
2/2
 C 
Instant
Exile target attacking or blocking creature. Then, search your library for a plains and a forest and put them onto the battlefield tapped.
 C 
Creature – Zombie Wizard
When Wishtracker Ghoul enters the battlefield target opponent reveals their hand. If a colored artifact was revealed this way you gain 2 life and that player loses 2 life.
1/2
 C 
Artifact – Equipment
Whenever a creature blocks the equipped creature, that creature creature gets -2/-1 until end of turn.

Equip {3}
 C 
Instant
Target creature with flying gains indestructible and hexproof until end of turn.
Masters of the First and Second Worlds, there is little that can harm Deshub's djinn.
 C 
Creature – Marid Berserker
Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Matafawwiq's Raider. You may cast that creature for {2} more for the remainder of the game.)
1/1
 C 
Artifact Creature – Elephant
{t}: Target creature gets +0/+2 until end of turn. Activate this ability only during a player's main phase.
Elephants of the Second World can produce expected results if they're trained. Results can trained if they're loved.
3/2
 C 
Creature – Manticore Child
Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Newborn Manticore. You may cast that creature for {2} more for the remainder of the game).

Whenever Newborn Manticore's wildmight exiles a creature card with a power of 2 or less, creatures with a power of 2 or less can't block Newborn Manticore until end of turn.
2/1
 C 
Artifact Creature – Bird
Flying

Deceit ((When this leaves the battlefield you may pay {2}. If you do, draw a card).)
Both the bird and its message are the distractions.
2/2
 C 
Instant
As an additional cost to cast Scars of Madness pay 3 life.

Put two +1/+1 counters on target creature you control.
Island
 
 B 
Basic Land – Island

Annurad Security (common, foil)
Shadowgift Giver (rare)
Violent Instincts (uncommon)
Heart of Lies (uncommon)
Hatesinger (uncommon)
The Sultan's Paradise (common)
Wishtracker Ghoul (common)
Purecode Ahkal-Teke (common)
Djinn's Imperviousness (common)
Matafawwiq's Raider (common)
Tusked Support (common)
Newborn Manticore (common)
Decoy Messenger (common)
Scars of Madness (common)
Island (basic)