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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Harvest – You may have Harbinger of the Long Night enter the battlefield tapped. If you do, each player creates a colorless Scrip artifact token.
At the beginning of your upkeep, Each player who controls an artifact loses 1 life. 2/2
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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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, , Sacrifice a creature: You may reveal a card named Weakness that you own from outside the game, and put it into your hand.3/2
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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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"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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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
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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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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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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. |
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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Autonomous Power Suit
(rare)
Harbinger of the Long Night
(uncommon)
Tenacious Twin
(uncommon)
Enfeebler Mage
(uncommon)
Forest Stroll
(common)
Bristling Walrus
(common)
Resonant Shriek
(common)
Reckless Overclock
(common)
Discreet Intruder
(common)
Bring Low
(common)
Sunsword Underdog
(common)
Purifying Spirit
(common)
Blessing of the Archangel
(common)
Walking Windmill
(common)
Swamp
(basic)

: Return Tenacious Twin to its owner's hand.
, Sacrifice a creature: You may reveal a card named Weakness that you own from outside the game, and put it into your hand.
