Rhondite War: 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.
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When War Howler enters the battlefield exile the top card of your library. Until end of turn, you may play a card exiled this way. If an instant or sorcery was exiled this way, it costs
less to cast.3/1
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Whenever an opponent casts a spell with a converted mana cost of six or greater, that player discards a card at random.
Whenever an opponent casts a spell with a converted mana cost of four or less, that player loses three life. Like the great druids and Itan, the most skilled Nocthlaca warriors are not bound to single forms.
5/5
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Enchant equipment
Enchanted equipment gains "Equipped creature gains +2/+0 and Menace." Not all sources of Eluim's energy are steam- some have darker origins.
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Equipped creature has "Whenever equipped creature deals combat damage to a player, deal 4 damage to up to one target creature with flying."
Energized- As long as you control a tapped artifact, the equipped creature gets +1/+1 and reach. Equip ![]() |
![]() : Target artifact not named Molten Soldier Mold becomes a 2/2 red elemental with haste until end of turn.
Energized- If you control a tapped artifact, the Elemental Soldier also gains first strike until end of turn. |
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At the beginning of your endstep if you control 3 or more artifacts, gain 4 life.
Energized- If you control a tapped artifact, when you gain life from Carrier Platform, you may also draw a card. |
At the beginning of your endstep, if you cast an instant or sorcery spell this turn, you may discard a card. If you do, draw a card.
Rarer than taking the form of even a dragon are the Nochtlaca whose bodies divine the secrets of the universe.
2/4
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Whenever Sun-Scorch Atuq blocks an equipped creautre or is blocked by an equipped creature, unattach all equipment from that creature.
"Without their armor and weapons, what can they do?"
3/3
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Enchant creature
Enchanted creature can't be blocked by creatures with a power of 2 or less. Whether a living baloth or a Restion warhemoth, no one wants to stand in the way of such a large enemy.
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: Equipped creatures get +1/+1 until end of turn. Activate this ability only once each turn.
Energized- As long as you control a tapped artifact, you may activate Gleam Polish's ability twice each turn. Equipment upkeep means your blades remain sharp and armors impenetrable.
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Flash
Chain- Each opponent loses 2 life and you gain 2 life. (There is a chain as long as you control another spell.) Her claws can still rip out one's guts- she just prefers to use her tongue instead.
3/3
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Exile target artifact, creature, or planeswalker, then return that permanent to the battlefield. Until end of turn, it can't activate any non-mana activated abilities.
Awe, be it amazement or stupidity, can leave one removed from the concept of time.
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Enchant creature
Enchanted creature has flying and gains "Whenever you cast an instant or sorcery, draw a card and discard a card." Divination is less about an innate truth than turning an idea into truth.
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When War Howler enters the battlefield exile the top card of your library. Until end of turn, you may play a card exiled this way. If an instant or sorcery was exiled this way, it costs
less to cast.3/1
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War Howler
(common, foil)
Night's Terror Nochtlaca
(rare)
Infernal Heat Core
(uncommon)
Compass Bow
(uncommon)
Molten Soldier Mold
(uncommon)
Carrier Platform
(common)
Constellation-Spot Balam
(common)
Sun-Scorch Atuq
(common)
Imposing Presence
(common)
Gleam Polish
(common)
Nightripper
(common)
Space Out
(common)
Riddle of the Clouds
(common)
War Howler
(common)
Forest
(basic)





