Mirrors: Virtual Booster

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Mechanics | Skeleton | Set Design
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
 
 R 
Land
{t}: Add C to your mana pool.
{3}, {t}, Sacrifice a creature: Look at the top five cards fo your library. Reveal a creature card that shares a color with the sacrificed creature. Put that card in your hand and the rest on the bottom of your library in any order.
{2}{g}
 
 U 
Creature – TEMP
Reach
When ~ dies, you may destroy target creature with flying.
1/4
{r}{r}
 
 U 
Creature – TEMP
{1}{r}, {t}: Target creature gains first strike until end of turn.
{c}, {t}: Target creature blocks if able this turn.
3/1
{1}{w}{w}
 
 U 
Creature – TEMP
Lifelink
When ~ enters the battlefield, look at the top four cards of your library. You may reveal a white creature card and put it into your hand. Put the rest on the bottom of your library in any order.
2/4
{3}{g}{g}
 
 C 
Creature – TEMP
When ~ dies, you gain life equal to its toughness.
4/4
{1}{u}
 
 C 
Sorcery
Target player puts cards from the top of their library into their graveyard equal to the number of cards in your hand.
 C 
Artifact
When Jet Prism enters the battlefield or dies, creature you control become black in addition to their other colors until end of turn.
{b}{b}{b}, {t}, Sacrifice Jet Prism: Draw a card.
{u}{u}
 
 C 
Creature – TEMP
When ~ enters the battlefield, if you dealt combat damage with a blue creature this turn, draw a card.
2/1
{r}
 
 C 
Creature – TEMP
Haste
When ~ enters the battlefield, target creature can't block until end of turn.
1/1
{w}{w}
 
 C 
Creature – TEMP
Vigilance
When ~ enters the battlefield, prevent all damage that would be dealt to another white creature you control until the beginning of your next turn.
1/3
{1}{b}
 
 C 
Sorcery
Kicker {3}{b} (You may pay an additional {3}{b} as you cast this spell.)
Return target creature card from your graveyard to your hand. If you paid the kicker cost, return it to the battlefield instead and draw a card.
{2}{r}{r}
 
 C 
Creature – TEMP
When ~ enters the battlefield, another target red creature you control can't be blocked until end of turn.
4/3
 C 
Artifact
When Glass Prism enters the battlefield or dies, creature you control gain devoid until end of turn.
{c}{c}{c}, {t}, Sacrifice Glass Prism: Draw a card.
{2}{w}
 
 C 
Instant
You gain 1 life for each attacking creature. Prevent all damage that would be dealt by attacking creatures this turn.
Swamp
 
 B 
Basic Land – Swamp

RL01 (rare)
UG03 (uncommon)
UR04 (uncommon)
UW01 (uncommon)
CG03 (common)
CU14 (common)
Jet Prism (common)
CU02 (common)
CR09 (common)
CW01 (common)
CB15 (common)
CR03 (common)
Glass Prism (common)
CW13 (common)
Swamp (basic)