Portal of New New World Order: Virtual Booster
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| Mechanics | Skeleton |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Creatures with no abilities get +2/+2.
Some mages forsake their scrolls and libraries to learn at the feet of ancient trees and sacred stones.
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(Cards with instant type can be played at any time.)
Destroy target attacking or blocking creature. "Guilty."
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When Tin Tinkerer enters the battlefield, return any number of cards name Tin Soldier from your graveyard to the battlefield.
3/3
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Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The shield took a year to craft, a month to enchant, and a decade to master—all for one glorious moment.
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Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Some travellers arranged for trained animals as tooth-and-claw escorts, not expecting to be walayed by tooth-and-claw trouble.
1/1
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Creatures can't block this turn.
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The Mirran elders vanished with Memnarch, leaving behind a generation of wayward orphans.
1/5
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Flying (This creature can't be blocked except by creatures with flying and/or reach.)
A smaller cousin to the dragon, drakes are often seen at the side of powerful wizards who use them as airborne eyes and ears.
2/2
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"Each day there are new reports of homes along Getander Pass and Hofsaddel falling to vampires of a more savage nature. I've even heard tell that Anje Falkenrath has returned. Please send whatever help you can."
—Sterin Gorn, letter to Thalia 2/2
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"Trust me, you don't want to make those things angry."
2/4
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Flying (This creature can't be blocked except by creatures with flying or reach.)
3/3
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Tap all creatures with the name of your choice.
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Exile target nonland permanent until its controller's next end step.
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Wildwood Geist gets +2/+2 as long as it's your turn.
The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.
3/3
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"You tread upon the land all the time, yet you seem dismayed when it moves to step on you."
—Nissa Revane 3/2
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Muraganda Petroglyphs
(rare)
Divine Verdict
(uncommon)
Tin Tinkerer
(uncommon)
Adamant Will
(uncommon)
Crossroads Vampire
(common)
Tremble in Fear
(common)
Loxodon Wayfarer
(common)
Wind Drake
(common)
Falkenrath Reaver
(common)
Disgruntled Badger
(common)
Scythe Wasp
(common)
Bow Before Light
(common)
Misplace
(common)
Wildwood Geist
(common)
Terrain Elemental
(common)


