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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Haste
Spells can't be cast on your turn if Crashing Shroudling entered the battlefield this turn. Non-mana abilities can't be activated on your turn if Crashing Shroudling entered the battlefield this turn. 4/3
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X is equal to your life total as you cast this spell.
As long as you control a swamp, draw four cards. |
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All spells and non-mana abilities cost an additional to cast and activate. |
Absorb 2 (If a source would deal damage to a Blood Servant, prevent 2 of that damage.)
Whenever damage to Blood Servant is prevented, lose 2 life. "Occasionally, I forget and wring the pipsqueak's neck. I can still feel the bruises from last week."
--Lim-Dûl, the Necromancer 3/2
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Replica – When Twin Ballista enters the battlefield, if it's not a token, create a token copy of it.
, Sacrifice Twin Ballista: Deal 2 damage to target creature or planeswalker. |
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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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Defender
Harvest (You may have Wall of Berries enter the battlefield tapped.) When Wall of Berries enters the battlefield tapped, gain 2 life. 0/6
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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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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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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. |
Skirmish 1 (Whenever this creature blocks or becomes blocked, it gets +1/+1 until end of turn.)
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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Crashing Shroudling
(rare)
Contemplate Mortality
(uncommon)
Relaxation Chamber
(uncommon)
Blood Servant
(uncommon)
Twin Ballista
(common)
Chittering Horizon
(common)
Wall of Berries
(common)
Discreet Intruder
(common)
Bring Low
(common)
Loreguard Captain
(common)
Forest Stroll
(common)
Blessing of the Archangel
(common)
Sunsword Underdog
(common)
Walking Windmill
(common)
Island
(basic)


Sorcery

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