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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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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Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and
this turn.)She learned a tragic lesson that day: even the purest can be corrupted when the heart's emotions are twisted.
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One thing's for sure—his fists are harder than your skull.
4/4
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4/4
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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Potion Courier enters the battlefield, you gain 1 life. 1/1
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When Shaman of Spring enters the battlefield, draw a card.
Some shamanic sects advocate the different seasons, each working to preserve nature's cycles.
2/2
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Jhovalls sharpen their claws on trees—or on Mercadians, if no trees are handy.
3/3
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Each opponent sacrifices an enchantment.
Draw a card. |
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Each opponent sacrifices an artifact.
Each opponent sacrifices an enchantment. |
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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Exile target nonland permanent until its controller's next end step.
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You may discard a card. If you do, draw two cards.
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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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Muraganda Petroglyphs
(rare)
Divine Verdict
(uncommon)
Adamant Will
(uncommon)
Act of Treason
(uncommon)
Bonebreaker Giant
(common)
Decaying Baloth
(common)
Potion Courier
(common)
Shaman of Spring
(common)
Wild Jhovall
(common)
Cleansing Decree
(common)
Wear and Tear
(common)
Wind Drake
(common)
Misplace
(common)
Rummage
(common)
Horrible Face
(common)



this turn.)