[Tribute] Phlea: Virtual Booster
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| Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Choose up to one creature you control of each color. Those creatures get +1/+1 until end of turn. (You can't choose the same creature more than once this way.)
Whenever one of those creatures dies this turn, you gain 1 life. |
Each Elf card in your hand has dash. The dash cost is equal to its mana cost.
Whenever you cast an Elf spell, you may pay . If you do, create a 1/1 red Elemental creature token with haste.2/2
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: You may put an Aura card from your hand onto the battlefield attached to target land.
: Return target Aura attached to a land to its owner's hand.The vedalken of Silchibai can't recall when their people were mighty water-mages in their own right rather than just attendants to the Oakenstand.
1/3
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As an additional cost to cast this spell, reveal a Treefolk card or Forest card from your hand or pay
.
At the beginning of your upkeep, add ![]() . Until end of turn, you don’t lose this mana as steps and phases end.2/4
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Haste
Creatures you control with haste have admire. 3/3
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Enchant creature
When enchanted creature is dealt damage, put a spore counter on it. : Enchanted creature gets +1/+0 until end of turn. Activate this ability only if enchanted creature has a spore counter on it. |
Enchant creature
Enchanted creature gets +1/+1 and has flying. : Return Pappus Flight to its owner's hand. |
When Boneclub Soilwarden enters the battlefield, mill three cards.
![]() , Exile a creature card from your graveyard: Boneclub Soilwarden gets +2/+2 until end of turn. Activate only once each turn.3/4
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At the beginning of your upkeep, put a spore counter on Psychotropic Scout.
Remove two spore counters from Psychotropic Scout: Counter target spell that targets you or a permanent you control unless its controller pays .How can you hit something that's always in a haze?
1/2
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Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life.
"I will not rest until these foul woods are eradicated."
1/2
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When Flinthoof Charger enters the battlefield, create a 1/1 red Elemental creature token with haste. Sacrifice it at the beginning of your end step.
Dash ![]() (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)2/3
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Populate. Target creature you control fights target creature an opponent controls. (To populate, create a token that's a copy of a creature token you control.)
Dissent is not tolerated near the groves of the ancients.
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Destroy target non-Forest land.
"The ancient myth of an ainok city reclaimed by vines in a week is all a lie. It would only have taken a day."
–Neenulacnig, rowan sage |
Flash (You may cast this spell any time you could cast an instant.)
Admire (Whenever a creature enters the battlefield under your control, this creature gets +1/+1 until end of turn. If that creature has the greatest toughness among creatures, this creature gets +2/+2 until end of turn instead.) 1/3
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Flying
When Glimmerseed Swarm enters the battlefield, return target Aura card from your graveyard to your hand. 3/4
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Haste (This creature can attack and
as soon as it comes under your control.)1/1
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Efflorescent Tactics
(common, foil)
Briar-Crowned Warleader
(rare)
Irrigation Adept
(uncommon)
Weathered Stoneroot
(uncommon)
Capsaicinoid Crasher
(uncommon)
Pyrophytic Acorns
(common)
Pappus Flight
(common)
Boneclub Soilwarden
(common)
Psychotropic Scout
(common)
Thornbow Archer
(common)
Flinthoof Charger
(common)
Rule the Glens
(common)
Blanket of Kudzu
(common)
Nimbleweed
(common)
Glimmerseed Swarm
(common)
Elemental
(token)



: You may put an Aura card from your hand onto the battlefield attached to target land.

.
. Until end of turn, you don’t lose this mana as steps and phases end.
