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. |
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.)
Target creature gets +3/+3 until end of turn. |
(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.) |
Return a creature card from your graveyard to your hand. (Your graveyard is your discard pile.)
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Each opponent sacrifices an enchantment.
Draw a card. |
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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One thing's for sure—his fists are harder than your skull.
4/4
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The only thing that flows faster than water is fear.
3/3
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Search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
Nature's secrets can be read on every tree, every branch, every leaf.
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Jhovalls sharpen their claws on trees—or on Mercadians, if no trees are handy.
3/3
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"Feeding a normal army is a problem of logistics. With zombies, it is an asset. Feeding is why they fight. Feeding is why they are feared."
—Jadar, ghoulcaller of Nephalia 2/2
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Creatures can't block this turn.
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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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Creatures you control with power 2 can't be blocked this turn.
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Banefire
(rare)
Adamant Will
(uncommon)
Giant Growth
(uncommon)
Pounce
(uncommon)
Rapture
(common)
Cleansing Decree
(common)
Crossroads Vampire
(common)
Bonebreaker Giant
(common)
Giant Octopus
(common)
Nature's Lore
(common)
Wild Jhovall
(common)
Walking Corpse
(common)
Tremble in Fear
(common)
Wildwood Geist
(common)
Two Sneaky
(common)



