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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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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When Tin Tinkerer enters the battlefield, return any number of cards name Tin Soldier from your graveyard to the battlefield.
3/3
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(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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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Augury Owl enters the battlefield, scry 3. (Look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.) 1/1
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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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Some bog witches practice the strange art of batrachomancy, reading portents in the number, size, and color of warts on a toad's hide.
2/3
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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 |
Vigilance (Attacking doesn't cause this creature to tap.)
As long as Tireless Knight is equipped, it has first strike. 2/2
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Creatures you control get +1/+1 until end of turn.
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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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Target creature gets +4/+4 until end of turn.
Get in touch with your inner monster.
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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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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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4/4
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Muraganda Petroglyphs
(rare)
Adamant Will
(uncommon)
Tin Tinkerer
(uncommon)
Pit Viper
(uncommon)
Augury Owl
(common)
Gilded Sentinel
(common)
Witch's Familiar
(common)
Sizzle
(common)
Tireless Knight
(common)
Divine Guidance
(common)
Read the Bones
(common)
Monstrous Growth
(common)
Great Sandwurm
(common)
Wind Drake
(common)
Decaying Baloth
(common)


