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. |
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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Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Bone, stone . . . both taste the same to a hungry basilisk.
3/5
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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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The herd's patience, the stampede's fury.
2/3
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Enchant creature
Enchanted creature gets -2/-2. "Dungeons and cages offer far too little sport."
—Relio Voldaren |
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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The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2
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Sea Monster can't attack unless defending player controls an Island.
Water is life. Or perhaps it is just something to wash it down with.
6/6
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You may play an additional land this turn.
Draw a card. |
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Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
The dead know lessons the living haven't learned.
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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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"Each day there are new reports of homes along Getander Pass and Hofsaddel falling to vampires of a more savage nature. I've even heard tell that Anje Falkenrath has returned. Please send whatever help you can."
—Sterin Gorn, letter to Thalia 2/2
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Who would fight harder to protect these lands than the sons and daughters of those who have sown it all their lives?
1/2
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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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Banefire
(rare)
Act of Treason
(uncommon)
Greater Basilisk
(uncommon)
Adamant Will
(uncommon)
Minotaur Warrior
(common)
Dead Weight
(common)
Rumbling Baloth
(common)
Glory Seeker
(common)
Sea Monster
(common)
Explore
(common)
Read the Bones
(common)
Wildwood Geist
(common)
Falkenrath Reaver
(common)
Volunteer Militia
(common)
Drelnoch
(common)



this turn.)


