MTG / Mystery Booster 2
351 - 363 of 363 results
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Whiteout
Mystery Booster 2
(C)
Collector #: 0077
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Instant
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All creatures lose flying until end of turn. Sacrifice a snow land: Return Whiteout from your graveyard to your hand. |
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- NM
- EX
- VG
- G
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Fetching Garden (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0372
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Land - Forest Plains
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( Fetching Garden enters the battlefield tapped if it was played from your hand. |
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- NM
- EX
- VG
- G
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Intangible Vibes (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0280
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Enchantment
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| All creatures are tokens. (They're considered tokens for spells and abilities. After a creature leaves the battlefield, it ceases to exist.) | |
- NM
- EX
- VG
- G
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Microscope (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0368
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Artifact
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- NM
- EX
- VG
- G
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Narod, the Beige Flower (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0360
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0/5 Legendary Creature - Plant Rogue
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| Each creature assigns combat damage equal to its mana value rather than its power. | |
- NM
- EX
- VG
- G
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Pokey, the Scallywagg (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0361
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2/2 Legendary Creature - Brushwagg Pirate
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Menace If you would flip a coin, you may instead roll a d20. 1-10 is tails and 11-20 is heads. (It counts as rolling a die, not flipping a coin.) If you would roll a d20, you may instead flip a coin. Tails is 1 and heads is 20. (It counts as flipping a coin, not rolling a die.) |
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- NM
- EX
- VG
- G
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Rain of Daggers
Mystery Booster 2
(R)
Collector #: 0186
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Sorcery
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| Destroy all creatures target opponent controls. You lose 2 life for each creature destroyed this way. | |
- NM
- EX
- VG
- G
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There (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0301
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Instant - Lesson
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Exile target creature you control, then return it to the battlefield under its owner's control. ---- They're Instant - Lesson Up to three target creatures can't be blocked this turn. ---- Their Instant - Lesson Target opponent gains control of target creature you control. |
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- NM
- EX
- VG
- G
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Toofer, Keeper of the Full Grip (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0318
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2/1 Legendary Creature - Human Gamer
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| Whenever a spell you control causes you to gain card advantage, each opponent loses 2 life. (You gain card advantage each time a spell you control resolves and you end up having more cards relative to your opponents than before that spell resolved. Divination, Annihilate, and Wrath of God can all be card advantage. And remember: tokens aren't cards!) | |
- NM
- EX
- VG
- G
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Sengir Vampire
Mystery Booster 2
(U)
Collector #: 0129
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4/4 Creature - Vampire
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Flying Whenever a creature dealt damage by Sengir Vampire this turn dies, put a +1/+1 counter on Sengir Vampire. |
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- NM
- EX
- VG
- G
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Spuzzem Strategist (Not Tournament Legal)
Mystery Booster 2
(R)
Collector #: 0346
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4/4 Creature - Spuzzem Advisor
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| You make all choices for Spuzzems you control. | |
- NM
- EX
- VG
- G
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Erhnam Djinn
Mystery Booster 2
(U)
Collector #: 0133
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4/5 Creature - Djinn
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| At the beginning of your upkeep, target non-Wall creature an opponent controls gains forestwalk until your next upkeep. | |
- NM
- EX
- VG
- G
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Dead Ringers
Mystery Booster 2
(C)
Collector #: 0041
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Sorcery
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| Destroy two target nonblack creatures unless either one is a color the other isn't. They can't be regenerated. | |
- NM
- EX
- VG
- G
351 - 363 of 363 results