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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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. |
(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.) |
(Cards with instant type can be played at any time.)
Destroy target creature. "No matter how busy my schedule gets, I always try to take time for that personal touch."
—Queen Marchesa |
(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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Enchant creature
Enchanted creature doesn't untap during its controller's untap step. "Zzzz..."
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Enchant creature
Enchanted creature gets +3/+3. "When the beast cloaks itself in the mighty oak, what good is a bow? When the oak wraps itself around the snarling beast, what good is a hatchet?"
—Dionus, elvish archdruid |
Flying (This creature can't be blocked except by creatures with flying or reach.)
As long as Castle Raptors is untapped, it gets +0/+2. "Each place we see is as ruined and lifeless as the last. So here we stay, because this ruin is ours."
3/3
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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 you control gain menace until end of turn.
The goblins eastern tribes fashion hideous masks to intimidate their enemies. The wraiths of the western tribes take of their masks for the same reason.
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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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Great Sandwurm can't be blocked by creatures with power 2 or less.
"Great, but I've seen greater."
-Thomvi, sand-watcher 6/6
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Enchant creature
Enchanted creature gets +2/+2 and has haste. "The Eldrazi may not be intimidated, but if it boosts the goblins' confidence, I see no reason to discourage it."
—Jalun, Affa sentry |
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 |
Return a creature card from your graveyard to your hand. (Your graveyard is your discard pile.)
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When an opponent casts a spell, sacrifice Lunar Force and counter that spell. (Nonland cards, including creatures, are cast as spells. A spell that's countered has no effect and is put into its owner's graveyard.)
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Banefire
(rare)
Pounce
(uncommon)
Murder
(uncommon)
Pit Viper
(uncommon)
Snooze
(common)
Oakenform
(common)
Castle Raptors
(common)
Crossroads Vampire
(common)
Horrible Face
(common)
Wildwood Geist
(common)
Great Sandwurm
(common)
Goblin War Paint
(common)
Sizzle
(common)
Rapture
(common)
Lunar Force
(common)





