QPF: Virtual Booster
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Mechanics | Skeleton |
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.
Once each turn, when a creature with power or toughness 1 or less enters under your control, draw a card.
(Gain the next levels as a sorcery.) : At the beginning of combat on your turn, choose a creature with the least toughness among creatures you control and put a +1/+1 counter on it. : When this Class becomes Level 3, exile target creature with the greatest power among creatures target opponent controls. |
Enchant creature
Enchanted creature has flying and vigilance. : Exile this card from your graveyard. You may cast it for as long as it remains exiled. Many fae have passed on, but most of them are still around.
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Skulk
Whenever Red Mantis Diviner attacks, exile target card from a graveyard. You may play that card this turn. Whenever you play a card from exile, create a treasure token. xxx
1/2
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Choose two:
- Gain life equal to the number of attacking creatures. - Each attacking creature deals 1 damage to itself. - Each attacking creature deals 1 damage to the defender. - Creatures you control get +1/+0 until end of turn. ft
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When Goblemn enters, sacrifice any number of artifacts. Goblemn enters with that many +1 counters on it.
When Goblemn dies, it deals damage equal to its power to any target. 1/1
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Flying
Whenever Nope Stick becomes untapped, you may discard a card. If you do, draw a card. 1/1
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Draw two cards.
reprint/placeholder.
great basic draw spell but feel free to replace with your hot idea! |
Choose two target creatures controlled by different players. Return those creatures to their owners’ hands.
reprint
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Menace
Whenever another creature with power 2 or less enters the battlefield under your control, surveil 1. reprint/placeholder. a nice basic creature but feel free to replace it!
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Whenever an enchantment or faerie enters the battlefield under your control, you gain 1 life. If this is the first time this ability has resolved this turn, put a +1/+1 counter on Daydreamin' Gublin.
Wistfully wasting away, wishing to sparkle and shine...
1/1
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Flying
When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card. reprint/placeholder. a great basic creature but feel free to replace it!
1/1
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Skulk
He kills all of them. Even the cheeky ones!
2/1
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: Add one mana of any color. Activate only once each turn.
When Juicy Rock shatters, draw a card.
Illus. naturesrainbows
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When Whooshbringer enters, exile target nontoken creature. Its owner may cast it for as long as it remains exiled. If you cast it, it costs 2 less to cast.
See ya next week!
2/2
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Revolutionary Studies
(rare)
Journeyhelpers
(uncommon)
Red Mantis Diviner
(uncommon)
UZ08
(uncommon)
Goblemn
(common)
Nope Stick
(common)
Quick Study
(common)
run away together
(common)
Snarling Gorehound
(common)
Daydreamin' Gublin
(common)
Faerie Miscreant
(common)
Barn Hunter
(common)
Juicy Rock
(common)
Whooshbringer
(common)
Plains
(basic)