Name That Card: Virtual Booster
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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.
You could alternatively have 15 random cards regardless of rarity.
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Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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Vigilance
Creatures your opponents control with power equal to Icatian Peacemaker's toughness can't attack you. ![]() : Icatian Peacemaker gets +1/+1 until end of turn.0/1
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Until end of turn, target creature gets -2/-0, then double that creature's power.
Draw a card. Only the strong can benefit from it.
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Treefolk creatures you control get +0/+2.
Other Elf creatures you control get +2/+0. 2/2
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First strike, vigilance, haste, lifelink, hexproof
4/4
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Copy target activated ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
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Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 2/2
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Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
Look at the top two cards of your library. You may reveal any creature or land cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order.
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"It's napping by our camp because it doesn't fear you. Maybe think about that before stabbing this two ton monster?"
--Yorba Zekidotter, Reef Pirate 2/2
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Target creature gets +2/+1 until end of turn.
Target creature gains flying until end of turn. Target creatuer gains first strike until end of turn. Target creature gains vigilance until end of turn. |
Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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Walking Windmill enters the battlefield with three charge counters on it.
When a charge counter is removed from Walking Windmill, it gets +2/+2 until end of turn. 2/3
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Sunsword Underdog
(common, foil)
Icatian Peacemaker
(rare)
Baloth Blood-Serum
(uncommon)
Treefort Architect
(uncommon)
Unbound Anomaly
(uncommon)
Imitate
(common)
Purifying Spirit
(common)
Reckless Overclock
(common)
Resonant Shriek
(common)
Forest Stroll
(common)
Bristling Walrus
(common)
Blessing of the Archangel
(common)
Sunsword Underdog
(common)
Walking Windmill
(common)
Island
(basic)





