Pantheon of Szykielwa: Virtual Booster

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Mechanics | Skeleton | Szkielwa and its Gods | Heresy
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 
Artifact Creature – Construct
Lands you control may add mana of any color of a creature you control.
Even the most skilled artists cannot render divinity perfectly in corporeal form.
3/3
 U 
Creature – Lizard
{2}: Polwimy Chameleon becomes the color of your choice until end of turn.
Chameleons change color to adjust to their environment or express their mood.
2/2
 U 
Enchantment – Aura
Enchant creature

When Stress of Perfection enters the battlefield, destroy all other permanents attached to the enchanted creature. Enchanted creature can't attack or block.
Purity is nothing, but so rarely is true nothingness understood.
 U 
Sorcery
Prayer (As you cast this spell you may tap a creature of a different color. If you do, this spell gains that creature's colors.)
Draw a card.
If Hunt for Knowledge is green, draw a card. If Hunt for Knowledge is black, lose 1 life, then draw a card.
 C 
Artifact
{1},{t}: Add {w}{w} or {b}{r}.
The only smoke clearer than air itself comes from an old avatar's body. The glass bottle obscures the true perfection.
 C 
Enchantment
Whenever you draw your second card during your turn, you may put a +1/+1 counter on target creature.

Sacrifice Wild Learning: Target creature gains hexproof and haste until end of turn.
 C 
Creature – Human Knight Advisor
{t}, Pay. 2 life: Commit heresy.

Whenever you commit heresy, target creature gains first strike and vigilance until end of turn.
"You think you can serve Zax Tykl like that? Without spilling your blood?"- Wojciecha, Mawauc Citadel Inquisitor
1/2
 C 
Enchantment – Aura
Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.)
Whenever another creature you control dies, choose 1:
•Enchanted creature gets +1/+1 until end of turn.
•Scry 1
 C 
Enchantment – Aura
Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.)
Enchanted creature gets +2/+2 and has "when this creature dies, you may return an enchantment from your graveyard to your hand."
 C 
Instant
Look at the top four cards of your library. Add one to your hand, then put one on the top of your library, one on the bottom of your library, and one into your graveyard.
"Truth is ever present, the questions are the hard part." -Ale
 C 
Land
Spreading Veld enters the battlefield tapped.
{t}: Add {w} or {g}.
As long as you control a God, if a spell or ability would allow you to search for a basic Plains or Forest, you may search for Spreading Veld instead.
 C 
Creature – Human Wizard
Flash
When Fatalist Prophet enters the battlefield, look at the top card of your library. You may put it into your graveyard.
Death is the fate of all mortals. When death occurs is the fear that eats away at the back of one's mind
1/1
 C 
Creature – Troll
Hexproof
When Spiteful Troll dies, target creature gets -2/-2 until end of turn.
The trolls in the woods only want to be left alone.
2/2
 C 
Sorcery
Gain 4 life, draw a card, and you may put a land from your hand onto the battlefield tapped.
Acolytes study root texts and practice in the field for years in hopes that they'll survive Mishar-Rashim's Great Hunt rite of passage.
Swamp
 
 B 
Basic Land – Swamp

Idols of the Gods (rare)
Polwimy Chameleon (uncommon)
Stress of Perfection (uncommon)
Hunt for Knowledge (uncommon)
Relic of Hornkaras (common)
Wild Learning (common)
Ruthless Instructor (common)
Hunting Each Other (common)
Color-Bearer (common)
Scholar's Contemplation (common)
Spreading Veld (common)
Fatalist Prophet (common)
Spiteful Troll (common)
Great Hunt Training (common)
Swamp (basic)