+"Mystery Booster" (120)

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A Good Thing (playtest)
A Good Thing (playtest) 4WhiteBlack (6)

Spells and abilities you control can't destroy, exile, target, or cause you to sacrifice CARDNAME.

At the beginning of your upkeep, double your life total. Then, if you have 1,000 or more life, you lose the game.

Mystery Booster (Common)
Abian, Luvion Usurper (playtest)
Abian, Luvion Usurper (playtest) 5RedGreen (7)
Legendary Planeswalker — — Abian

As CARDNAME enters the battlefield, you become Abian. (Your life total becomes equal to their loyalty. You can activate the loyalty abilities by spending or gaining life.)

+3: Discard your hand, then draw cards equal to the greatest power among creatures you control.

+1: Create a 3/2 red and green Spirit creature token.

−X: You deal X damage to any target.

Mystery Booster (Common)
Aggressive Crag (playtest)
Aggressive Crag (playtest) (0)

At the beginning of your combat step, tap CARDNAME.

Tap: Add Red or White.

Mystery Booster (Common)
Animate Spell (playtest)
Animate Spell (playtest) Blue (1)
Enchantment — — Aura


Enchant instant or sorcery spell on the stack

When CARDNAME becomes attached to an instant or sorcery, put that card onto the battlefield under its owner's control. It's a creature in addition to its other types with power and toughness each equal to its converted mana cost.

When CARDNAME leaves the battlefield, enchanted card's owner sacrifices it unless they cast it.

Mystery Booster (Common)
Banding Sliver (playtest)
Banding Sliver (playtest) 3WhiteWhite (5)
Creature — — Sliver (3/3)

All Slivers have banding. (Any creatures with banding, and up to one without, can attack in a band. Bands are blocked as a group. If any creatures with banding you control are blocking or being blocked by a creature, you divide that creature's combat damage, not its controller, among any of the creatures it's being blocked by or is blocking.)

Mystery Booster (Common)
Baneslayer Aspirant (playtest)
Baneslayer Aspirant (playtest) 1White (2)
Creature — — Human Soldier (2/2)

CARDNAME gets +3/+3 and has flying, first strike, and lifelink as long as you have one or more emblems.

Mystery Booster (Common)
Barry's Land (playtest)
Barry's Land (playtest) (0)
Basic Land — — Cloud

Tap: Add Colorless.

Mystery Booster (Common)
Bear with Set's Mechanic (playtest)
Bear with Set's Mechanic (playtest) 1Green (2)
Creature — — Bear (2/2)


Aggressive (During your turn, there is an additional combat phase after the first, and only creatures with aggressive may attack during it.)

Mystery Booster (Common)
Bind//Liberate (playtest)
Bind//Liberate (playtest) 1Green (2)

Counter target activated ability. (Mana abilities can't be targeted.)<i/>

Draw a card.





Exile target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.

Mystery Booster (Common)
Biting Remark (playtest)
Biting Remark (playtest) 3Blue (4)
Creature — — Elemental (3/3)

Scrycast 0 (If you see this card while scrying, you may reveal it and cast it by paying 0.)


Mystery Booster (Common)
Blood Poet (playtest)
Blood Poet (playtest) 2Black (3)
Creature — — Vampire Cleric (3/2)

Spark (Activate spark abilities by spending or giving yourself spark counters. Activate only one spark ability per turn, and only as a sorcery.)

+1: CARDNAME gains lifelink until end of turn.

−3: Target opponent discards a card. You gain life equal to its converted mana cost.

Mystery Booster (Common)
Bombardment (playtest)
Bombardment (playtest) Red (1)

Until end of turn, cards you own that aren't on the battlefield lose all card types, costs, names, and abilities and become red sorceries named Missile that cost Red with "Missile deals 2 damage to any target."

Mystery Booster (Common)
Bone Rattler (playtest)
Bone Rattler (playtest) 3BlackBlack (5)
Creature — — Skeleton (4/4)

When CARDNAME is put into your graveyard from anywhere, exile it. When you do, create four Reassembling Skeleton token cards and put them into your graveyard.

Mystery Booster (Common)
Bucket List (playtest)
Bucket List (playtest) 1BlueRed (3)

Whenever you cast a spell of a type showing on CARDNAME, put a counter over that type and draw a card. If all five types on CARDNAME have counters over them, sacrifice it and draw one more card. BOX artifact BOX creature BOX enchantment BOX instant BOX sorcery

Mystery Booster (Common)
Buried Ogre (playtest)
Buried Ogre (playtest) 1BlackBlackBlack (4)
Creature — — Zombie Ogre (6/4)

You may begin the game with CARDNAME in your graveyard. If you do, you lose 1 life.

Mystery Booster (Common)
Celestine Cave Witch (playtest)
Celestine Cave Witch (playtest) 3Black (4)
Creature — — Human Warlock (2/3)

When CARDNAME enters the battlefield, create two 1/1 black Insect creature tokens.

Whenever CARDNAME attacks, you may sacrifice an Insect. When you do, curse defending player. (Create a black Aura Curse enchantment token that's attached to that player. It has enchant player and "At the beginning of your upkeep, you lose 1 life.")

Mystery Booster (Common)
Chimney Goyf (playtest)
Chimney Goyf (playtest) 4Black (5)
Creature — — Lhurgoyf Imp (*/*+1)


CARDNAME's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1.

When CARDNAME dies, target opponent puts a card from their hand on top of their library.

Mystery Booster (Common)
Chronobot (playtest)
Chronobot (playtest) 2 (2)
Artifact Creature — — Construct (2/2)

When CARDNAME enters the battlefield, switch upkeep steps with target opponent for as long as it remains on the battlefield. (You take your upkeep on their turn, and they take their upkeep on your turn.)

Mystery Booster (Common)
Command the Chaff (playtest)
Command the Chaff (playtest) 4BlueBlue (6)

Look at target opponent's sideboard. You may cast a card from that sideboard without paying its mana cost.


Mystery Booster (Common)
Control Win Condition (playtest)
Control Win Condition (playtest) 4BlueBlue (6)
Creature — — Whale (*/*)

This spell can't be countered.


CARDNAME's power and toughness are each equal to the number of turns you've taken this game. (If this is in your deck, please keep track of your turns. This means you, Mark.)

Mystery Booster (Common)
Corrupted Key (playtest)
Corrupted Key (playtest) Black (1)
Artifact — — Key

As long as CARDNAME is tapped, creatures you control have menace and deathtouch.

Mystery Booster (Common)
Cyclopean Titan (playtest)
Cyclopean Titan (playtest) 4BlackBlackBlackBlack (8)
Creature — — Zombie Giant (8/4)

When CARDNAME dies, two target lands become Swamps. Exile CARDNAME.

3, Tap: Tap target creature, then return CARDNAME to its owner's hand.

Mystery Booster (Common)
Domesticated Mammoth (playtest)
Domesticated Mammoth (playtest) 1Green (2)
Snow Creature — — Mammoth (5/4)

CARDNAME enters the battlefield with a token copy of Pacifism attached to it.

Mystery Booster (Common)
Domesticated Watercourse (playtest)
Domesticated Watercourse (playtest) (0)

CARDNAME enters the battlefield tapped.

Tap: Add Blue or Black.

BlueBlack: Until end of turn, CARDNAME becomes an Equipment artifact with equip 2.

Whenever equipped creature deals combat damage to a player, draw a card.

Mystery Booster (Common)
Do-Over (playtest)
Do-Over (playtest) 1Blue (2)

Restart the turn, except with CARDNAME in exile. (First, return all cards to where they were as the turn began. For information from hidden zones like the hand, reconstruct as best you can, and do the rest at random.)

Mystery Booster (Common)
Enchanted Prairie (playtest)
Enchanted Prairie (playtest) (0)
Enchantment Land

CARDNAME enters the battlefield tapped.

Tap: Add White or Blue.

Mystery Booster (Common)
Enchantmentize (playtest)
Enchantmentize (playtest) 3Blue (4)
Enchantment — — Aura

Enchant creature or enchantment

Enchanted permanent is an enchantment and loses all other card types. (It still has its abilities, but it's no longer a creature.)

Mystery Booster (Common)
Enroll in the Coalition (playtest)
Enroll in the Coalition (playtest) 3White (4)

You are a Flagbearer.

While choosing targets as part of casting a spell or activating an ability, your opponents must choose at least one Flagbearer if able.

Mystery Booster (Common)
Everlasting Lich (playtest)
Everlasting Lich (playtest) 2BlackBlackBlack (5)
Creature — — Zombie (4/0)

CARDNAME can't block.

CARDNAME can't die. (This creature has indestructible, can't be sacrificed, and doesn't go to the graveyard for having 0 toughness.)

Mystery Booster (Common)
Evil Boros Charm (playtest)
Evil Boros Charm (playtest) Black or RedWhite or Black (2)

Choose one —

• CARDNAME deals 2 damage to any target and you gain 2 life.

• Unblocked attacking creatures get +1/+0 until end of turn.

• Create a 1/1 colorless Spirit creature token with lifelink and haste.

Mystery Booster (Common)
Experiment Five (playtest)
Experiment Five (playtest) Green (1)
Creature — — Bear Snake Mutant (1/1)

1Variable Colorless: Put a +1/+2 counter on CARDNAME. (Variable Colorless is paid with one mana from any source that could produce two or more colors of mana.)

Mystery Booster (Common)
Five Kids in a Trenchcoat (playtest)
Five Kids in a Trenchcoat (playtest) 2White (3)
Creature — — Human Soldier (1/5)

CARDNAME counts as five creatures for spells and effects that count the number of creatures you control.

Mystery Booster (Common)
Form of the Mulldrifter (playtest)
Form of the Mulldrifter (playtest) 4Blue (5)
Tribal Enchantment — — Elemental

When CARDNAME enters the battlefield, draw two cards.

You may cast creature cards from your hand as though they were the card Mulldrifter. (You can still evoke this way. They're Mulldrifters.)

Mystery Booster (Common)
Frenemy of the Guildpact (playtest)
Frenemy of the Guildpact (playtest) 1Green (2)
Creature — — Spirit (3/2)

Protection from enemy-colored multicolored. (This creature can't be blocked, targeted, dealt damage, enchanted, or equipped by anything that's two enemy colors, such as blue and green.)

Mystery Booster (Common)
Frogkin Kidnapper (playtest)
Frogkin Kidnapper (playtest) 1Black (2)
Creature — — Frog Rogue (2/1)

When CARDNAME enters the battlefield, target opponent reveals their hand. Choose a nonland card from it. Ransom that card. (Exile it. Its owner may pay 3 at any time to return it to their hand.)

Mystery Booster (Common)
Frontier Explorer (playtest)
Frontier Explorer (playtest) White (1)
Creature — — Cat Scout (2/1)

3, Tap: Until end of turn, you may play one basic Plains card from outside the game.

Mystery Booster (Common)
Generated Horizons (playtest)
Generated Horizons (playtest) 2GreenGreen (4)

At the beginning of your upkeep, create a Forest land token.

Mystery Booster (Common)
Geometric Weird (playtest)
Geometric Weird (playtest) Red (1)
Creature — — Weird (1/1)

At the beginning of each end step, you may have CARDNAME's base power and toughness each become equal to the greatest number of spells and abilities from different sources that were on the stack simultaneously that turn.

Mystery Booster (Common)
Gold Mine (playtest)
Gold Mine (playtest) (0)

Tap: Add Colorless.

Legacy — Tap, Mark one of CARDNAME's unmarked nodes: Add one mana of any color.


Mystery Booster (Common)
Golgari Death Swarm (playtest)
Golgari Death Swarm (playtest) 3BlackGreen (5)
Creature — — Bat Fungus Horror (4/4)

Flying, vigilance

Mystery Booster (Common)
Gorilla Tactics (playtest)
Gorilla Tactics (playtest) 1Green (2)

Create a 2/2 green Gorilla creature token.

When a spell or ability an opponent controls causes you to discard CARDNAME, create two 2/2 green Gorilla creature tokens.

Mystery Booster (Common)
Graveyard Dig (playtest)
Graveyard Dig (playtest) 1Black or Green (2)

Return up to two target black or green creature cards from your graveyard to your hand.

You may cast this spell for 2Black or GreenBlack or Green. If you do, ignore the bracketed text.

Mystery Booster (Common)
Growth Charm (playtest)
Growth Charm (playtest) 1GreenGreen (3)

Choose one —

• Rampant Growth

• Giant Growth

• Regrowth

Mystery Booster (Common)
Gunk Slug (playtest)
Gunk Slug (playtest) 2Black (3)
Creature — — Slug (2/3)

When CARDNAME enters the battlefield, create three Gunk token cards and shuffle them into target opponent's library. (Gunk is a colorless sorcery card with no mana cost that has cycling 4.)

Mystery Booster (Common)
High Troller (playtest)
High Troller (playtest) 3Red (4)
Creature — — Troll Shaman (4/1)

All targeted spells and abilities cost 2 less and have their targets chosen randomly.

Mystery Booster (Common)
How to Keep an Izzet Mage Busy (playtest)
How to Keep an Izzet Mage Busy (playtest) Blue or Red (1)

Return CARDNAME to its owner's hand.

Mystery Booster (Common)
Imaginary Friends (playtest)
Imaginary Friends (playtest) 1White (2)
Sorcery — — Arcane

Create three 0/0 white Spirit creature tokens with flying.

Mystery Booster (Common)
Impatient Iguana (playtest)
Impatient Iguana (playtest) 1Red (2)
Creature — — Lizard Wizard (2/1)

If CARDNAME is in your opening hand and you're not the starting player, you may reveal it. If you do, you become the starting player.


Mystery Booster (Common)
Innocuous Insect (playtest)
Innocuous Insect (playtest) 1BlueBlue (3)
Creature — — Eldrazi Insect (2/1)

Buyback 1Blue (You may pay an additional 1Blue as you cast this spell. If you do, put this card into your hand as it resolves.)



When you cast this spell, draw a card.

Mystery Booster (Common)
Inspirational Antelope (playtest)
Inspirational Antelope (playtest) 1Green (2)
Creature — — Antelope (1/3)

Legacy — Before the game starts, choose a keyword or ability word and write it below.

Spells with __________ you cast cost 1 less to cast.

Mystery Booster (Common)
Interplanar Brushwagg (playtest)
Interplanar Brushwagg (playtest) 3Green (4)
Creature — — Brushwagg (6/4)

Interplanar (This creature enters onto the interplanar battlefield. Players can't control creatures on the interplanar battlefield.)

Vigilance, haste

Whenever a player attacks with a creature with power 4 or greater, CARDNAME also attacks the player or planeswalker that creature is attacking.

Mystery Booster (Common)
Jasconian Isle (playtest)
Jasconian Isle (playtest) (0)
Land Creature — — Island Fish (3/4)

(CARDNAME isn't a spell, it's affected by summoning sickness, it's blue, and it has "Tap: Add Blue.")

CARDNAME enters the battlefield tapped.

CARDNAME doesn't untap during your untap step.

At the beginning of your upkeep, you may pay BlueBlue. If you do, untap CARDNAME.

Mystery Booster (Common)
Kaya, Ghost Haunter (playtest)
Kaya, Ghost Haunter (playtest) 2WhiteBlack (4)
Legendary Planeswalker — — Kaya

0: Exile CARDNAME haunting target creature for as long as that creature remains on the battlefield.

−1: You get an emblem with, "At the beginning of your upkeep, this emblem deals 3 damage to the owner of target haunted creature."

−2: You get an emblem with, "At the beginning of your upkeep, gain control of target haunted creature for as long as it remains haunted."

Mystery Booster (Common)
Khod, Etlan Shiis Envoy (playtest)
Khod, Etlan Shiis Envoy (playtest) 2Blue (3)
Legendary Creature — — Homarid Warrior (2/3)

All lands are Islands in addition to their other types.

Other Homarids, Camarids, Cephalids, Nautilids, and Merfolk you control get +1/+1.

Mystery Booster (Common)
Krosan Adaptation (playtest)
Krosan Adaptation (playtest) Green (1)
Enchantment — — Aura

Enchant creature

Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. The copies enter the battlefield as tokens.)

Enchanted creature gets +1/+0 and has vigilance.

Mystery Booster (Common)
Lantern of Undersight (playtest)
Lantern of Undersight (playtest) 1 (1)

You draw cards from the bottom of your library instead of the top of your library.

Mystery Booster (Common)
Largepox (playtest)
Largepox (playtest) BlackBlackBlackBlack (4)

Each player discards a card, then loses 1 life, then sacrifices an artifact, a creature, an enchantment, a land, a planeswalker, and a tribal permanent, then exiles a card from their graveyard, then puts the top card of their library into their graveyard, then removes a counter from a permanent they control, then gets a poison counter.

Mystery Booster (Common)
Lazier Goblin (playtest)
Lazier Goblin (playtest) Red (1)
Creature — — Goblin (2/1)

Motivate 3Red (This creature can't attack or block unless you have paid its motivate cost once. Motivate only as a sorcery.)

When CARDNAME enters the battlefield, it deals 2 damage to any target.

Mystery Booster (Common)
Learned Learner (playtest)
Learned Learner (playtest) Blue (1)
Creature — — Cephalid Wizard (0/3)

As long as you have a maximum hand size other than 7, CARDNAME has "Tap: Draw a card."

Mystery Booster (Common)
Lightning Colt (playtest)
Lightning Colt (playtest) 3RedRed (5)
Instant Creature — — Horse (3/3)

When CARDNAME enters the battlefield, it deals 3 damage to any target.

Mystery Booster (Common)
Loopy Lobster (playtest)
Loopy Lobster (playtest) 2Blue (3)
Creature — — Lobster (?/?)

Four-faced (Whenever this becomes tapped, move it to the next stage, or to stage 1 if it's at stage 4.)

Stage 1 — (1/4)

Stage 2 — (4/1) Evolve

Stage 3 — (2/4) Blue: CARDNAME gets +1/-1 until end of turn.

Stage 4 — (4/4) Vigilance. Tap: Draw 2 cards.

Mystery Booster (Common)
Louvaq, the Aberrant (playtest)
Louvaq, the Aberrant (playtest) 2GreenBlue (4)
Legendary Creature — — Mutant (3/4)

Protection from modified creatures. (Modified creatures have a power, toughness, or ability different than their printed version.)

At the beginning of each player's end step, you may put a +1/+1 counter on target creature that player controls.

Mystery Booster (Common)
Mana Abundance (playtest)
Mana Abundance (playtest) 2Red (3)
World Enchantment

If a player would add mana, instead all players add that mana.

Mystery Booster (Common)
Maro's Gone Nuts (playtest)
Maro's Gone Nuts (playtest) GreenGreen (2)

Double any effect that doubles. (It quadruples.)

Mystery Booster (Common)
Memory Bank (playtest)
Memory Bank (playtest) 1Blue (2)

Draw a card.

Bank (If you cast CARDNAME from your hand, exile it until the end of the match. You may cast it from exile during another game this match. It still counts toward your deck minimum.)

Mystery Booster (Common)
Metagamer (playtest)
Metagamer (playtest) WhiteWhite (2)
Creature — — Human Advisor (2/2)

Cards in the winning deck(s) of the latest Mythic Championship cost 1 more to cast.

Mystery Booster (Common)
Mirrored Lotus (playtest)
Mirrored Lotus (playtest) 0 (0)

Reflect 0 (As this enters the battlefield, each opponent may pay 0. When they do, they create a token copy of this except it lacks this ability.)

Tap, Exile CARDNAME: Add three mana of any one color.

Mystery Booster (Common)
Noxious Bayou (playtest)
Noxious Bayou (playtest) (0)

Tap: Add Black or Green. You get a poison counter.

Mystery Booster (Common)
One with Death (playtest)
One with Death (playtest) Black (1)

You lose the game.

Mystery Booster (Common)
Patient Turtle (playtest)
Patient Turtle (playtest) 2GreenGreen (4)
Creature — — Turtle (3/3)

CARDNAME enters the battlefield with two +1/+1 counters on it if you didn't go first this game.

Mystery Booster (Common)
Personal Decoy (playtest)
Personal Decoy (playtest) 5WhiteBlue (7)
Planeswalker — — Duck (*)

CARDNAME enters the battlefield with a number of loyalty counters on it equal to your life total. If it would leave the battlefield, exile it instead of putting it anywhere else. You can't be attacked.

+1: You gain 1 life.

−4: Draw a card.

Mystery Booster (Common)
Pick Your Poison (playtest)
Pick Your Poison (playtest) 3BlackGreen (5)

Choose any number of modes that total exactly 4. You may choose the same mode more than once.

1 Put a +1/+1 counter on target creature.

2 Create a 1/1 black Snake creature token with deathtouch.

4 All creatures get -2/-2 until end of turn.

Mystery Booster (Common)
Pithing Spyglass (playtest)
Pithing Spyglass (playtest) 2 (2)

As CARDNAME enters the battlefield, name a keyword ability or ability word.

All cards in all zones lose that keyword ability or ability word and all text tied to that ability.

Mystery Booster (Common)
Plane-Merge Elf (playtest)
Plane-Merge Elf (playtest) 4Green (5)
Creature — — Elf Warrior (3/3)

Landship — At the beginning of your upkeep, you may look at the top card of your library. If it's a land, you may reveal it. If you do, create a 1/1 green Elf Warrior creature token.

Kinfall — Whenever a creature enters the battlefield under your control, if it shares a creature type with CARDNAME, creatures you control get +1/+1 until end of turn.

Mystery Booster (Common)
Planequake (playtest)
Planequake (playtest) Variable ColorlessRed (1)

CARDNAME deals X damage to each creature without flying and each planeswalker. If X is 10 or more, open the "Uncovered Cavern" plot booster.

Mystery Booster (Common)
Priority Avenger (playtest)
Priority Avenger (playtest) 3White (4)
Creature — — Aven Wizard (3/4)


Players can't cast instant spells unless a spell or ability is on the stack.

Mystery Booster (Common)
Problematic Volcano (playtest)
Problematic Volcano (playtest) 1RedRed (3)
World Enchantment

When CARDNAME enters the battlefield, it deals 4 damage to any target. Then, starting with you, each player assigns their creatures to the left or right of the volcano. Creatures enter the battlefield to the left or right of the volcano.

Creatures can't block creatures on the other side of the volcano.

Mystery Booster (Common)
Puresteel Angel (playtest)
Puresteel Angel (playtest) 8 (8)
Artifact Creature — — Angel (4/4)

Flying, indestructible

When CARDNAME enters the battlefield, exile all artifacts that aren't colorless.

Whenever CARDNAME deals combat damage to a player, you get an emblem with "If you would lose the game, instead your life total becomes 20, shuffle your graveyard into your library, you lose all poison counters, and you lose this emblem."

Mystery Booster (Common)
Queue of Beetles (playtest)
Queue of Beetles (playtest) 3Red (4)
Creature — — Insect (3/3)


The stack is now first in, first out instead of last in, first out. (The first spell or ability on the stack is the first one to resolve.)

Mystery Booster (Common)
Recycla-bird (playtest)
Recycla-bird (playtest) Blue (1)
Creature — — Bird (1/1)


When CARDNAME dies, put a flying counter on target creature you control.

Mystery Booster (Common)
Red Herring (playtest)
Red Herring (playtest) 1Red (2)
Creature — — Fish (2/2)

1Blue: Exchange CARDNAME from your hand with a permanent you control on the battlefield or a spell you control on the stack. If that permanent or spell was the target of a spell or ability, change that target to CARDNAME.

Mystery Booster (Common)
Rift (playtest)
Rift (playtest) (0)
Legendary Land

Before drawing your hand, you may start the game with CARDNAME in your opening hand. If you do, draw one fewer card. (Mulligans continue as normal.)

CARDNAME enters the battlefield tapped.

Tap: Add Colorless.

Mystery Booster (Common)
Ruff, Underdog Champ (playtest)
Ruff, Underdog Champ (playtest) 2WhiteWhite (4)
Legendary Creature — — Dog Soldier (3/2)

All Hounds are Dogs. (We'll errata this to be true.)

First strike, lifelink

Underdog — If you've lost a game this match, CARDNAME and other Dogs you control get +1/+1.

Mystery Booster (Common)
Sarah's Wings (playtest)
Sarah's Wings (playtest) White (1)
Tribal Instant — — Angel

Target creature or player gains flying until end of turn. (Players with flying can't be dealt damage by creatures without flying.)

Mystery Booster (Common)
Scaled Destruction (playtest)
Scaled Destruction (playtest) 4WhiteWhite (6)

Choose one or more —

• Destroy all small creatures.

• Destroy all medium creatures.

• Destroy all large creatures.

(A small creature has total power and toughness 4 or less, medium is 5–8, and large is 9 or more.)

Mystery Booster (Common)
Seasoned Weaponsmith (playtest)
Seasoned Weaponsmith (playtest) 2Red (3)
Creature — — Bird Warrior (5/2)

Tasty (This creature can be attacked directly. If it is attacked, it can't block creatures that didn't attack it.)

Mystery Booster (Common)
Seek Bolas's Counsel (playtest)
Seek Bolas's Counsel (playtest) BlueBlackRed (3)

Choose one at random —

• You get an emblem with "At the beginning of your upkeep, pay BlueBlackRed. If you don't, you lose the game."

• Each player discards their hand.

• Planeswalk to Pools of Becoming. (Once there, you can roll the planar die only if you're playing Planechase.)

• For each opponent, exile cards from the top of their library until you exile a nonland card. You may cast those cards without paying their mana costs.

• Destroy all creatures and non-Bolas planeswalkers.

• You get an emblem with "You can cast nonland cards from your sideboard."

Mystery Booster (Common)
Siege Elemental (playtest)
Siege Elemental (playtest) 4RedRed (6)
Creature — — Elemental (6/6)


Untapped creatures can't block.

Tapped creatures can block.

Mystery Booster (Common)
Slivdrazi Monstrosity (playtest)
Slivdrazi Monstrosity (playtest) ColorlessWhiteBlueBlackRedGreen (6)
Legendary Creature — — Sliver Eldrazi (8/8)

Eldrazi you control are Slivers in addition to their other types.

Slivers you control have devoid and have annihilator 1.

3: Create a 1/1 colorless Eldrazi Sliver creature token. It has "Sacrifice this creature: Add Colorless."

Mystery Booster (Common)
Sliv-Mizzet, Hivemind (playtest)
Sliv-Mizzet, Hivemind (playtest) 2BlueBlueRedRed (6)
Legendary Creature — — Dragon Sliver (4/4)

Slivers you control have flying and "Whenever you draw a card, this creature deals 1 damage to any target" and "Tap: Draw a card."

Mystery Booster (Common)
Smelt//Herd//Saw (playtest)
Smelt//Herd//Saw (playtest) Red (1)

Destroy target artifact.


Herd 5Green


Create three 2/2 green Elk creature tokens.


Saw 1Black


Destroy target creature. Its controller creates two 1/2 red Half creature tokens.

Mystery Booster (Common)
Soulmates (playtest)
Soulmates (playtest) 2Green (3)
Enchantment — — Aura

Enchant two creatures

Enchanted creatures each get +1/+1 and have hexproof.

When one of the enchanted creatures dies, destroy the other.

Mystery Booster (Common)
Spellmorph Raise Dead (playtest)
Spellmorph Raise Dead (playtest) Black (1)

Return target creature card from your graveyard to your hand.

Spellmorph Black (You may cast this card face down as a 2/2 creature for 3. Cast it any time for its spellmorph cost.)

Mystery Booster (Common)
Squidnapper (playtest)
Squidnapper (playtest) 3BlueBlue (5)
Creature — — Squid Pirate (3/4)

When CARDNAME enters the battlefield, gain control of target creature an opponent controls until CARDNAME leaves the battlefield or that player pays the ransom.

Ransom — 6 and 2 life

Mystery Booster (Common)
Stack of Paperwork (playtest)
Stack of Paperwork (playtest) White (1)

When CARDNAME enters the battlefield, draw a card.

Combat damage uses the stack. (Combat damage assignment can be responded to before damage is dealt.)

Mystery Booster (Common)
Start//Fire (playtest)
Start//Fire (playtest) 2White (3)

Create two 1/1 white Warrior creature tokens with vigilance.





Fire deals 2 damage divided as you choose among one or two targets.

Mystery Booster (Common)
Sunimret (playtest)
Sunimret (playtest) 4BlackBlack (6)

Reverse miracle Black (If this card is on the bottom of your library as you begin searching it, you may cast it by paying its reverse miracle cost.)

Exile all creatures.

Mystery Booster (Common)
Swarm of Locus (playtest)
Swarm of Locus (playtest) 1Black (2)
Creature — — Insect Locus (1/1)


Whenever CARDNAME attacks, it gets +1/+0 until end of turn for each Locus you control.

Mystery Booster (Common)
Taiga Stadium (playtest)
Taiga Stadium (playtest) (0)

CARDNAME enters the battlefield tapped unless you control a white, blue, or black permanent.

Tap: Add Red or Green.

Mystery Booster (Common)
The Grand Tour (playtest)
The Grand Tour (playtest) 1Blue (2)

Exile target permanent, then put it into its owner's hand. That player discards that card, then puts it on top of their library. Then they put it onto the battlefield.

Mystery Booster (Common)
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