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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Hypnotoad must be blocked if able.
When Hypnotoad becomes blocked by a creature, exchange control of Hypnotoad and up to one target creature that blocked it. (Remove those creatures from combat.) 4/3
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Choose one, then flip a coin. If you win the flip, repeat this process —
• If a sorcery you control would deal damage this turn, it deals that much damage plus one. • Deal 1 damage to each creature. • Deal 2 damage to each opponent. • Deal 3 damage to each planeswalker. |
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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Phantasm of Agnosia can't block or be blocked.
As Phantasm of Agnosia enters the battlfield, choose a card type.(Artifact, creature, enchantment, instant, land, planeswalker, sorcery, and tribal are card types.) Phantasm of Agnosia has protection from the chosen type. 3/3
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Deal 5 damage to target flying creature or planeswalker.
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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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Kicker
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Destroy target creature. If this spell was kicked, destroy target enchantment an opponent controls. |
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. |
Flying
When Purifying Spirit deals combat damage to a player, that plyer exiles two cards from their graveyard. 2/2
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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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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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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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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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Hypnotoad
(rare)
Hellfyre Gambit
(uncommon)
Outpost Armsmaster
(uncommon)
Phantasm of Agnosia
(uncommon)
Bring Low
(common)
Imitate
(common)
Siege Angel
(common)
Resonant Shriek
(common)
Blessing of the Archangel
(common)
Purifying Spirit
(common)
Bristling Walrus
(common)
Walking Windmill
(common)
Forest Stroll
(common)
Budding Thallid
(common)
Swamp
(basic)





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