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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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. |
First strike
Whenever a player casts their second spell each turn, counter that spell. 3/1
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Treefolk creatures you control get +0/+2.
Other Elf creatures you control get +2/+0. 2/2
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When Unsealing Imp enters the battlefield, fateseal 1, then the player you fatesealed draws a card. (To fateseal 1, look at the top card of an opponent's library, then you may put that card on the bottom of that library.)
4/5
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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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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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Substitute
![]() (![]() , Return a blocking creature you control to hand: Put this card onto the battlefield from your hand blocking all creatures the returned creature was blocking.)
Lifelink I heard you were talking trash about my little brother?
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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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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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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Hexproof
Probe (Whenever Discreet Intruder becomes blocked, you may untap Discreet Intruder and remove it from combat.) 1/2
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Exile Noseferatu from your graveyard, put a finger on the side of your nose and hold it there: Each player may draw a card, except for the last person to hold a finger to the side of their nose.
"I don't get it."
--Cyrano de Bergerac 3/1
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Blessing of the Archangel
(common, foil)
Jealous Firstborn
(rare)
Treefort Architect
(uncommon)
Unsealing Imp
(uncommon)
Phantasm of Agnosia
(uncommon)
Bring Low
(common)
Sunsword Underdog
(common)
Purifying Spirit
(common)
Big Bro
(common)
Reckless Overclock
(common)
Forest Stroll
(common)
Walking Windmill
(common)
Discreet Intruder
(common)
Noseferatu
(common)
Swamp
(basic)


