Comic Book Set: Virtual Booster

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Mechanics | Skeleton
Printable
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
 R 
Enchantment
Whenever you draw a card, each opponent discards a card.
 U 
Creature – Human Mutant
Other Mutant creatures you control get +1/+1.
{g}{u}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
{t}: Put a +1/+1 counter on a creature you control with a +1/+1 counter on it.
2/2
 U 
Creature – Human
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
When 5c should name his cards v1 enters the battlefield, reveal the top five cards of your library. You may put an equipment with converted mana cost three or less revealed this way onto the battlefield. Then put the rest on the bottom of your library in any order.
4/4
 U 
Creature – Human Rogue
When Armory Thief enters the battlefield, gain control of target Equipment until Armory Thief leaves the battlefield. Attach it to Armory Thief. When you lose control of that Equipment, unattach it. (That Equipment returns under its owner's control.)
2/2
 C 
Creature – Vampire
When Dark Guy enters the battlefield, target opponent loses 3 life.
revive {4}{b}{b} ({4}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
3/1
 C 
Creature – Human Soldier
Vigilance
2/2
 C 
Creature – Bat
Flying
revive {3}{b}{b} ({3}{b}{b}, Exile this card from your graveyard: Put a token that's a copy of it onto the battlefield. Revive only as a sorcery.)
2/1
 C 
Creature – Human Cleric
suit Up (Whenever this creature attacks or blocks, you may attach an Equipment you control to it.)
Whenever Equipment Healer becomes equipped, it gains lifelink until end of turn.
3/1
 C 
Creature – Lizard
{4}{r}{r}: monstrosity 2 (If this creature isn't monstrous, put 2 +1/+1 counters on it and it becomes monstrous.)
When Eater of Cars becomes monstrous, destroy target artifact.
3/3
 C 
Creature – Vampire
Batfang Drinker has flying as long as you control a creature with power 4 or greater.
3/3
 C 
Enchantment – Aura
Enchanted creature can't attack or block, and its activated abilities can't be activated.
At the beginning of the end step, if enchanted creature's power is 4 or greater, destroy Arachnus Web.
 C 
Creature – Human Mutant
{2}{g}: monstrosity 1 (If this creature isn't monstrous, put 1 +1/+1 counters on it and it becomes monstrous.)
As long as Spider Bro is monstrous, it has reach.
1/3
 C 
Instant – Trap
If a creature is attacking, you may pay {w} rather than pay Bizarre Wormhole's mana cost.
Exile target creature. Return that card to the battlefield under its owner's control at the beginning of the next end step.
 C 
Enchantment – Aura
Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
As long as you control a legendary creature or planeswalker, whenever enchanted land is tapped for mana, its controller adds two mana in any combination of colors to his or her mana pool.
 C 
Artifact – Equipment
Equipped creature gets +4/+0.
Equip {3}

Maniacal Laughter (rare)
Mutant Lord (uncommon)
5c should name his cards v1 (uncommon)
Armory Thief (uncommon)
Dark Guy (common)
Security Guard (common)
Standing Bat (common)
Equipment Healer (common)
Eater of Cars (common)
Batfang Drinker (common)
Arachnus Web (common)
Spider Bro (common)
Bizarre Wormhole (common)
Lost World Growth (common)
First of Fury (common)