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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Return target sorcery card from your graveyard to your hand.
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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.) |
(Cards with instant type can be played at any time.)
Target creature gets +3/+3 until end of turn. |
Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.
"One day I will rest and join my comrades in the afterlife, but not while scum like you still sully this world."
2/2
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Vigilance (Attacking doesn't cause this creature to tap.)
Reach (This creature can block creatures with flying.) "Your first reaction may be to stand very still and hope she didn't see you. Trust me, she did."
—Endril, Kalonian naturalist 4/4
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The River Heralds fight to keep all others from reaching the golden city. The city has its own defenses.
3/3
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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 |
Defender (This creature can't attack.)
3/3
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Whenever Drelnoch becomes blocked, you may draw two cards.
Adarkar's blank wastes make the mind wander—and stray thoughts are quickly caught and devoured.
3/3
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Enchant creature
Enchanted creature gets +2/+2 and has flying. (It can't be blocked except by creatures with flying and/or reach.) "River and sea, jungle and sky. Water flows freely between the two halves of the world. We are creatures of the water."
—Shaper Tuvasa |
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 |
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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Enchant creature
Enchanted creature gets -2/-2. "Dungeons and cages offer far too little sport."
—Relio Voldaren |
Muraganda Petroglyphs
(rare)
Déjà Vu
(uncommon)
Pounce
(uncommon)
Giant Growth
(uncommon)
Benalish Veteran
(common)
Sentinel Spider
(common)
Gilded Sentinel
(common)
Sizzle
(common)
Great Protector
(common)
Drelnoch
(common)
One With the Wind
(common)
Great Sandwurm
(common)
Goblin War Paint
(common)
Horrible Face
(common)
Dead Weight
(common)


