[FANDOM] Acolyte Fight: Virtual Booster
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Mechanics |
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.
Spirit Missile cannot be cast on your turn.
Interruptible (Whenever a player casts a spell while Spirit Missile is on the stack, counter this spell.) Spirit Missile deals 10 damage to any target If Spirit Missile is countered, it deals 10 damage to you. |
Flash
When Boomerang enters the battlefield, it deals 2 damage to any target. When Boomerang leaves the battlefield, return it to your hand. |
Until end of turn, you have Protection from Instants, Sorceries and Creatures.
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Your creatures have Haste and you may cast Sorcery spells as though they had Flash.
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Counter target spell with just one target.
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Flip a coin. If it lands on heads, Fireball deals 3 damage to any target.
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Meteorite deals 4 damage to any target. When it does, discard a card.
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Repeater costs less to cast if you've cast another red spell this turn.
Repeater deals 3 damage to any target. |
Trifire deals 1 damage to each of up to three targets.
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Exile target creature you control, then return it to the battlefield.
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Prevent all combat damage that would be dealt this turn.
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Move target artifact or creature.
Draw a card. |
Target creature gets +2/+2 and gains Shroud until end of turn.
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Target creature gains Deathlink until end of turn. (See The MRS.)
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Drain deals 1 damage to any target, you gain 3 life.
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Spirit Missile
(rare)
Boomerang
(uncommon)
Forcefield
(uncommon)
Arcane Agility
(uncommon)
Reflect
(common)
Fireball
(common)
Meteorite
(common)
Repeater
(common)
Trifire
(common)
Phase Shift
(common)
Ensnare
(common)
Grapple
(common)
Vanish
(common)
Link
(common)
Drain
(common)