Name That Card: Virtual Booster

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Printable
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.
 R 
Enchantment
Phasing
When Exchange Program phases out, you may have target opponent gain control of target creature you own.
When Exchange Program phases in, gain control of target creature you own controlled by an opponent. If you do, put three +1/+1 counters on that creature and it gains haste until end of turn.
 U 
Sorcery
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.
 U 
Creature – Aetherborn Mercenary
When Scar-Taker enters the battlefield, create two Brand tokens. (They are artifacts with "{2}, {t}, 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
 U 
Legendary Enchantment – Aura Saga
Enchant Creature
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I – Draw a card.
II – Put three +1/+1 counters on enchanted creature.
III – Enchanted creature fights target creature with the greatest power among creatures all opponents control on the battlefield. (If two or more creatures are tied for greatest power, target any one of them.)
 C 
Sorcery
Destroy target artifact. If that artifact is indestructible, it deals 5 damage to its controller.
 C 
Artifact
{t}, Sacrifice Mana Tank: Add {c}.
{3}: Return Mana Tank from your graveyard to your hand.
 C 
Artifact Creature – Construct
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
 C 
Artifact Creature – Construct
Whenever you cast your second spell in a turn, create a colorless Scrip artifact token.
{1}{2/r}, Sacrifice two artifacts: Siege Angel gets +2/+2 until end of turn.
2/2
{g}
 
 C 
Sorcery
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.
 C 
Creature – Spirit
Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard.
2/2
 C 
Sorcery
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.
 C 
Sorcery
Kicker {1}{b}
Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls.
{u}
 
 C 
Instant
Copy target activated ability. You may choose new targets for the copy. (Mana abilities can't be targeted.)
 C 
Creature – Seal
"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
Swamp
 
 B 
Basic Land – Swamp

Exchange Program (rare)
Switch Horses (uncommon)
Scar-Taker (uncommon)
Sarkhan Kills the Bear (uncommon)
Reckless Overclock (common)
Mana Tank (common)
Walking Windmill (common)
Siege Angel (common)
Till (common)
Purifying Spirit (common)
Blessing of the Archangel (common)
Resonant Shriek (common)
Imitate (common)
Bristling Walrus (common)
Swamp (basic)