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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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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At the end of combat, if exactly one creature you control dealt combat damage to a player, gain 4 life.
, Exile X creatures in your graveyard: Create an X/X green Plant creature token. |
Clan--Choose Dromoka or Otujai (For the rest of the game, you must make the same choice when you Clan.)
Dormoka – Creatures you control have Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.) Otujai – Creatures you control have Probe (Whenever it becomes blocked, you may untap this creature and remove it from combat.) |
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All spells and non-mana abilities cost an additional to cast and activate. |
Exchange control of target creature you control and target creature you don't control until end of turn. Untap those creatures. They gain haste until end of turn.
Horses tend to follow the lead of their riders. Magic saddles are sometimes more discerning.
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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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Whenever you cast your second spell in a turn, create a colorless Scrip artifact token.
![]() , Sacrifice two artifacts: Siege Angel gets +2/+2 until end of turn.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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Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 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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At the beginning of your upkeep, transform Chittering Horizon.
1/1
At the beginning of your upkeep, transform Bloodfeast Storm, then put a +1/+1 counter on it.
3/3
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Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
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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. |
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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Forest Stroll
(common, foil)
Curse of the Bleeding Glade
(rare)
Gleam of Victory
(uncommon)
Relaxation Chamber
(uncommon)
Switch Horses
(uncommon)
Imitate
(common)
Siege Angel
(common)
Sunsword Underdog
(common)
Purifying Spirit
(common)
Walking Windmill
(common)
Chittering Horizon
(common)
Reckless Overclock
(common)
Blessing of the Archangel
(common)
Forest Stroll
(common)
Mountain
(basic)

, Exile X creatures in your graveyard: Create an X/X green Plant creature token.


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, Sacrifice two artifacts: Siege Angel gets +2/+2 until end of turn.
Creature – Insect