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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Equip
Crew 2 When Autonomous Power Suit or the creature it's attached to attacks, Autonomous Power Suit deals 1 damage to defending player and all creatures and planeswalkers they control. 3/3
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![]() : Draw a card, then exile a card from your hand face down.
You may look at cards exiled by cards named Wheels Within Wheels. Sacrifice Wheels Within Wheels, ![]() ![]() : Put three cards exiled by a card named Wheels Within Wheels into your hand. |
You may exile three red cards from your hand rather than pay Shocking Revalation's mana cost.
Draw three cards. "Perhaps the other researchers died, not because their work wasn't grounded, but because they themselves weren't grounded?!"
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A deck can have no more than two cards named Tenacious Twin.
When Tenacious Twin enters the battlefield, search your library and/or graveyard for a card named Tenacious Twin, reveal it and put it in your hand. If you searched your library this way, shuffle it. ![]() : Return Tenacious Twin to its owner's hand.2/3
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Hexproof
Probe (Whenever Discreet Intruder becomes blocked, you may untap Discreet Intruder and remove it from combat.) 1/2
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Deal 5 damage to target flying creature or planeswalker.
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Budding Thallid enters the battlefield with a ? counter on it.
Remove a ? counter from Budding Thallid: Target creature gets +1/+1 until end of turn. 1/1
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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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Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
2/2
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Reveal cards from the top of your library until you reveal a land card. Put that card in your hand, and the rest into your graveyard.
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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. |
"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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Autonomous Power Suit
(rare)
Wheels Within Wheels
(uncommon)
Shocking Revalation
(uncommon)
Tenacious Twin
(uncommon)
Discreet Intruder
(common)
Bring Low
(common)
Budding Thallid
(common)
Resonant Shriek
(common)
Loreguard Captain
(common)
Sunsword Underdog
(common)
Till
(common)
Walking Windmill
(common)
Blessing of the Archangel
(common)
Bristling Walrus
(common)
Island
(basic)



