MTG / Mystery Booster 2
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The Heron Moon (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0375
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Legendary Land
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Whenever one or more cards an opponent owns are put into exile, put a release counter on The Heron Moon. Then if it has thirteen or more release counters on it, sacrifice it, and create a copy of Emrakul, the Promised End. Cast it without paying its mana cost. |
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- NM
- EX
- VG
- G
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Under-Construction Skyscraper (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0383
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Land
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Level up Level 1-7 Level 8+ |
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- NM
- EX
- VG
- G
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Flickering Ward
Mystery Booster 2
(U)
Collector #: 0011
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Enchantment - Aura
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Enchant creature As Flickering Ward enters the battlefield, choose a color. Enchanted creature has protection from the chosen color. This effect doesn't remove Flickering Ward. |
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- NM
- EX
- VG
- G
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Ancient Grudge
Mystery Booster 2
(C)
Collector #: 0053
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Instant
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Destroy target artifact. Flashback |
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- NM
- EX
- VG
- G
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Avacyn's Collar, the Symbol of Her Church (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0273
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Artifact - Equipment
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Equipped creature can't attack, block, or transform, and its activated abilities can't be activated. Shackle |
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- NM
- EX
- VG
- G
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Boulder Jockey (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0324
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4/4 Creature - Goblin
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(D is a land drop. You may give up one potential land drop this turn to pay for D.) Whenever Boulder Jockey attacks, you may pay D. If you do, create a 3/3 colorless Construct artifact creature token named Boulder that's tapped and attacking. Sacrifice that token at the beginning of the next end step. |
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- NM
- EX
- VG
- G
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Chea, Friend to Maybe Too Many (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0353
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2/4 Legendary Creature - Human Wizard
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Familiar spells you cast have flash. (Bats, Birds, Cats, Dragons, Faeries, Foxes, Frogs, Imps, Lizards, and Spiders are familiars, as well as any creature with "Familiar" in its name.) |
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- NM
- EX
- VG
- G
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Common Black Removal (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0307
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Instant
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Choose one. Destroy target creature, then -
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- NM
- EX
- VG
- G
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Friarball (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0278
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Sorcery
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Create a 2/2 white Monk creature token. Coststorm (When you cast this spell, copy it for each different mana value among other spells and lands you've played this turn.) |
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- NM
- EX
- VG
- G
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King's Assassin
Mystery Booster 2
(R)
Collector #: 0043
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1/1 Creature - Human Assassin
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- NM
- EX
- VG
- G
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Lutri, Pauper Otter (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0358
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3/4 Legendary Creature - Elemental Otter
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Companion - Your starting deck contains no cards with a silver, gold, orange, or purple expansion symbol. (If this card is your chosen companion, you may put it into your hand from outside the game for When Lutri, Pauper Otter enters the battlefield, discard your hand, then draw three cards. |
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- NM
- EX
- VG
- G
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Orb of Origin (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0370
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Poly Artifact
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Other noncreature artifacts are mono and continuous. (Each activated ability of mono artifacts costs an additional |
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- NM
- EX
- VG
- G
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Processing Plant (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0380
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Land - Ulamog's Power-Plant
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Processing Plant enters the battlefield tapped. When Processing Plant enters the battlefield, you may put a card an opponent owns from exile into that player's graveyard. If you do, untap Processing Plant. Otherwise, exile the top card of each opponent's library. |
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- NM
- EX
- VG
- G
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Rule with an Even Hand (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0269
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Conspiracy
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(Start the game with this conspiracy face up in the command zone.) You can't attack with an odd number of creatures. Whenever you attack, double target creature's power until end of turn. |
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- NM
- EX
- VG
- G
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TL;DR (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0317
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Instant
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| Exile target creature if it has any abilities other than keywords. (Flying, protection, and partner are all keywords. See rule 702 for details. Landfall and scry aren't keywords; they're an ability word and a keyword action respectively. Yes, there's a difference.) | |
- NM
- EX
- VG
- G
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Two by Four (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0302
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Instant
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Choose one or both -
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- NM
- EX
- VG
- G
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Werewhat (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0349
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4/3 Creature - Werewolf
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Daybound As Werewhat enters the battlefield, you may exile a creature card from your graveyard or hand. If you do, that card becomes this creature's back face and that back face has nightbound. If you exiled a card from your hand this way, draw a card. |
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- NM
- EX
- VG
- G
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Wowzer, the Aspirational (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0365
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10/10 Legendary Snow Creature - Wurm
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Whenever Wowzer, the Aspirational attacks, if you have an , control a Blood, a Clue, a Food, a Map, a Powerstone, and a Treasure, are the monarch, and have the city's blessing and the initiative, you win the game.
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- NM
- EX
- VG
- G
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Triumph of Ferocity
Mystery Booster 2
(U)
Collector #: 0135
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Enchantment
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| At the beginning of your upkeep, draw a card if you control the creature with the greatest power or tied for the greatest power. | |
- NM
- EX
- VG
- G
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Sphinx of the Steel Wind
Mystery Booster 2
(M)
Collector #: 0089
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6/6 Artifact Creature - Sphinx
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| Flying, first strike, vigilance, lifelink, protection from red and from green | |
- NM
- EX
- VG
- G
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Abbot of the Sacred Meeple (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0271
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2/2 Creature - Human Monk
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Sinecure (This creature can occupy a space two spaces higher on the Monk Track than its power.) Once on each of your odd-numbered (beige) production phases, you may spend two additional sheep when constructing a building. If you do, you may activate the lesser production ability of any building of prestige 5 or lower you control. Exceptions: Apiary, Cobbler (but not Shoemaker), Wainwright. |
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- NM
- EX
- VG
- G
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Alberix, the Trade Planet (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0289
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World Enchantment
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Planet (When this permanent enters, exile the top five cards of your library as its resources.) Trade Routes - At the beginning of your precombat main phase, choose one -
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- NM
- EX
- VG
- G
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Bolshack Dragon (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0322
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6/6 Creature - Armored Dragon
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Double strike While attacking, this creature gets +1 power for each red card in your graveyard. |
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- NM
- EX
- VG
- G
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Boltfire (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0323
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Sorcery
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Boltfire deals 2 damage to any target. Flashforward |
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- NM
- EX
- VG
- G
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Brigid, Who's Seen Some Stuff (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0274
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3/3 Legendary Creature - Kithkin Archer
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Vigilance Nimble (This creature can't be blocked by creatures with power 3 or greater.) Kithkin you control have thoughtweft. (A creature with thoughtweft has all printed keyword abilities of other creatures you control with thoughtweft.) |
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- NM
- EX
- VG
- G
251 - 275 of 363 results
, control a Blood, a Clue, a Food, a Map, a Powerstone, and a Treasure, are the monarch, and have the city's blessing and the initiative, you win the game.