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 
Creature – Angel
Flying
Red and white creatures you control have first strike.
Tap three red or white creatures: Red and white creatures you control gain doublestrike until end of turn.
4/3
 U 
Artifact – Equipment
Equipped creature gets +1/+1 for each of its colors.

Equip {2}
Understand yourself, your own strength.
 U 
Creature – Naga Wizard
At the beginning of your endstep, if you drew less than two cards this turn, commit heresy.

Whenever you commit heresy, create a 2/2 green and blue Naga Wizard token.
2/2
 U 
Enchantment – Aura
Enchant creature
Permeate (Enchanted permanent gains this enchantment's colors.)
Whenever enchanted creature dies, you lose life and draw cards equal to the enchanted creature's power.
 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 
Sorcery
Target player who controls a nonland permanent reveals their hand. Choose a nonland card that doesn't share a color with a permanent they control. That player discards that card.
 C 
Creature – Elf Shaman
Vigilance
{2}{g/w}{g/w},{t}: Gain 1 life for each creature you control.
Followers or livestock, he'll make sure everyone survives, at least until harvest.
1/1
 C 
Creature – Drake
Flying
Whenever you cast an instant or sorcery spell, as long as Gale Drake is red, Gale Drake gets +2/+0 until end of turn.
{2}{r}: Influence (If Gale Drake isn't Influenced, it becomes Influenced. Put a +1/+1 counter on it and it becomes red in addition to its other colors.)
1/1
 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 
Sorcery
Until end of turn, target creature you control gets +1/+0 for each red permanent you control.
Individuality is not separate from the community. One person can be the vessel for the group's consensus.
 C 
Artifact – Equipment
Multicolor spells you cast that target the equipped creature cost {1} less.
Equipped creature gets +1/+0 and has flying.
Equip {2}.
 C 
Creature – Naga Shaman
Flash
Great Hunt Acolyte gets +1/+1 as long as you have a black, green, and blue card in your graveyard.
Those seeking to ascend rank in the Hunting Twins' clergy must partake in a ritual hunt of the most dangerous game, each other.
3/3
 C 
Creature – Wurm
When Prized Prey enters the battlefield multicolored creatures you control gain trample until end of turn.
Stanisław put down his spear. What did he gain, have to show from hunting the wurm. Better, more challenging game existed, like the other gods.
 C 
Enchantment
Whenever a permanent enters your graveyard from the battlefield you may gain 2 life.

Sacrifice Graves of New Growth: You gain hexproof until end of turn.
Plains
 
 B 
Basic Land – Plains

Winged Wrath (rare)
Bepainted Mace (uncommon)
Data-Deprived Wołchw (uncommon)
Inner Secrets (uncommon)
Spreading Veld (common)
Desecration (common)
Flock Shepherd (common)
Gale Drake (common)
Hunting Each Other (common)
Mob Rage (common)
Wings of Glory (common)
Great Hunt Acolyte (common)
Prized Prey (common)
Graves of New Growth (common)
Plains (basic)