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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Exile Pyrrhic Survival, then restart the game, leaving in exile all cards named Pyrrhic Survival. Your life total becomes 1.
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Lifelink
At the beginning of your pre-combat main step, add ![]() ![]() to your mana pool. You may use this mana only to equip Outpost Armsmaster.0/6
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When Scar-Taker enters the battlefield, create two Brand tokens. (They are artifacts with "
, , Sacrifice this artifact: Put a -1/-1 counter on target creature. Activate this ability when you could cast a sorcery.")
At the end of turn, if you put a -1/-1 counter on Scar-Taker, draw a card and exile up to one target card in an opponent's graveyard. 4/5
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, : Scry 1.
, : Target creature gains flying until end of turn."Any beast can be tempered and tamed, providing the right incentive."
1/3
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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
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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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Deal 5 damage to target flying creature or planeswalker.
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Replica – When Twin Ballista enters the battlefield, if it's not a token, create a token copy of it.
, Sacrifice Twin Ballista: Deal 2 damage to target creature or planeswalker. |
Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 2/2
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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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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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Exile Noseferatu from your graveyard, put a finger on the side of your nose and hold it there: Each player may draw a card, except for the last person to hold a finger to the side of their nose.
"I don't get it."
--Cyrano de Bergerac 3/1
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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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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. |
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Pyrrhic Survival
(mythic)
Outpost Armsmaster
(uncommon)
Scar-Taker
(uncommon)
Magus of Inversion
(uncommon)
Resonant Shriek
(common)
Bristling Walrus
(common)
Bring Low
(common)
Twin Ballista
(common)
Purifying Spirit
(common)
Sunsword Underdog
(common)
Forest Stroll
(common)
Noseferatu
(common)
Walking Windmill
(common)
Blessing of the Archangel
(common)
Forest
(basic)




, Sacrifice this artifact: Put a -1/-1 counter on target creature. Activate this ability when you could cast a sorcery.")

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