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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(Cards with flash type can be played at any time.)
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) |
Banefire deals X damage to target creature or player. (Spend any amount of mana for
. For example, if you spend ![]() to cast Banefire, it deals 3 damage.)
If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented. |
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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(Cards with instant type can be played at any time.)
Destroy target attacking or blocking creature. "Guilty."
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(Cards with instant type can be played at any time.)
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.) When you see it, the venom is probably already killing you.
2/1
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Exile target nonland permanent until its controller's next end step.
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Scry 3, then draw a card.
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In the dim light beneath the vast trees of Deepglade, baloths prowl in search of prey. Their guttural calls are more felt than heard, but their attack scream carries for miles.
4/4
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Return a creature card from your graveyard to your hand. (Your graveyard is your discard pile.)
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Enchant creature
Enchanted creature attacks each combat if able. Cinder mages enjoy seeing their victims in the throes of bloodlust—and seeing the regret that inevitably follows.
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Sizzle deals 3 damage to each opponent.
"Of course you should fight fire with fire. You should fight everything with fire."
—Jaya Ballard, task mage |
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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4/4
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The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2
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Each opponent sacrifices a land.
The mapmaker scowled. He sighed, unrolled his parchment, and painted a large black blob where the Eternal Meadow was once marked.
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Pounce
(uncommon, foil)
Banefire
(rare)
Adamant Will
(uncommon)
Divine Verdict
(uncommon)
Pit Viper
(uncommon)
Misplace
(common)
Read the Omens
(common)
Rumbling Baloth
(common)
Rapture
(common)
Bloodshed Fever
(common)
Sizzle
(common)
Wildwood Geist
(common)
Decaying Baloth
(common)
Glory Seeker
(common)
Yawning Fissure
(common)




