Bakaran: Virtual Booster
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| Mechanics | Skeleton | Proxy |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Trample
Whenever Wildblood Pack attacks, it gets +X/+X until end of turn where X is the number of land cards in your graveyard. "Today is the day we reclaim the wild. Today is the day we fight back against civilization. Today is our day!"
4/4
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Equipped creature has first strike.
If equipped creature has multiple instances of first strike, it gains double strike. Equip ![]() |
When Unstable Nightmare enters the battlefield, discard a card at random.
Sometimes a dream come true is not a good thing.
4/4
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: Look at the top card of your library.
: Put the top card of your library into your graveyard. |
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Flying
: Untap Magewing Drake.After their tower fell, the mages sent out scouts to find new havens.
2/3
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Flying
When Flight Contraption enters the battlefield, draw a card. Some mages from Zelandar put their magics to more technological uses.
1/1
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Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
: Warp Rampager gets +1/-1 until end of turn.
: Warp Rampager gets -1/+1 until end of turn.5/2
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Enchant creature
Enchanted creature has lifelink. Whenever you gain life, put a +1/+1 counter on enchanted creature. For each step the general took, his soldiers grew in hope.
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As an additional cost to Ancestral Intuition, exile X cards from your graveyard.
Draw X cards, then discard X cards. |
As an additional cost to Ancestral Rage exile X cards from your graveyard.
Target creature gets +X/+0 until end of turn. |
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost
less to cast, where X is that creatures converted mana cost.)
Flying, haste 4/4
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Destroy target enchantment. You may put a +1/+1 counter on target creature.
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Each player puts a creature from his or her graveyard onto the battlefield.
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Whenever Thiefmage deals combat damage to a player, draw a card, then discard a card.
As soon as the culprit disappeared from view, the guards lost all memory of him.
2/2
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2/2
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Wildblood Pack
(rare)
Crueltist's Dagger
(uncommon)
Unstable Nightmare
(uncommon)
Scrying Glass
(uncommon)
Magewing Drake
(common)
Flight Contraption
(common)
Warp Rampager
(common)
Radiant Hope
(common)
Ancestral Intuition
(common)
Ancestral Rage
(common)
Eating Hellkite
(common)
Purifying Strength
(common)
Exhume
(common)
Thiefmage
(common)
Island
(basic)
Wolf
(token)




: Look at the top card of your library.



less to cast, where X is that creatures converted mana cost.)