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  1. Flavor Disaster Magic Cards

    Reach When Flavor Disaster enters the battlefield or when it's turned face up, target creature gets +X/+X until end of turn, where X is Flavor Disaster's power. Negamorph {1}{G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its negamorph cost and put a -1/-1 counter on it.)

    5 Mana Value 4 Power 3 Toughness Enchantment Creature — Elemental Pirate rare Mystery Booster 2
  2. Built Bear Magic Cards

    Legacy (During deckbuilding, circle any number of the following. You can spend 1 point for free. For every 2 points spent beyond that, increase this card's mana cost by {1}.) 1 point each → Flash; deathtouch; reach; vigilance; or ward {2} 2 points → {T}: Add one mana of any color. 3 points each → +1/+1; or +0/+2 4 points → When this creature enters the battlefield, draw a card.

    2 Mana Value 2 Power 2 Toughness Creature — Bear rare Mystery Booster 2
  3. Wormhole Warp Magic Cards

    Exile target creature an opponent controls. That player reveals cards from their sideboard at random until they reveal a nonland card. They may cast that card without paying its mana cost.

    3 Mana Value Instant rare Mystery Booster 2
  4. Snap Judgment Magic Cards

    The player who wins this game also wins the match. (A player may concede the game at any time. If the game ends while this spell is on the stack, it never resolves.) Cycling {1}

    5 Mana Value Instant rare Mystery Booster 2
  5. Pyromancy 101 Magic Cards

    Pyromancy 101 deals 1 damage to any target. Teach {1}{R} (Then exile this spell taught to a creature you control. For as long as this card remains exiled, that creature has "{T}: Copy the exiled card. You may cast the copy for its teach cost.")

    1 Mana Value Sorcery — Lesson rare Mystery Booster 2
  6. Enchant creature you control Enchanted creature is a planeswalker in addition to its other types. Its toughness becomes its loyalty. (You change its toughness to activate loyalty abilities. Damage lowers toughness. Toughness doesn't heal at end of turn.) It can't block and gains the following abilities — [+1]: Add {R}{R}. [−1]: Exile the top card of your library. You may play it this turn. [−X]: This planeswalker deals X damage to any target.

    4 Mana Value Enchantment — Aura rare Mystery Booster 2
  7. Hosted creatures get +2/+0 and have haste. Host {1}{R} ({1}{R}: Host target creature at this Realm. A Realm can host any number of creatures. Host only as a sorcery.)

    2 Mana Value Enchantment — Realm rare Mystery Booster 2
  8. Gobland Magic Cards

    (Gobland isn't a spell, it's affected by summoning sickness, and it has "{T}: Add {R}.") Gobland can't block.

    0 Mana Value 2 Power 1 Toughness Land Creature — Mountain Goblin rare Mystery Booster 2
  9. Flanking Licid Magic Cards

    {R}, {T}: Flanking Licid loses this ability and becomes a creature enchantment that reads "Enchanted creature gains flanking" instead of a creature. Move Flanking Licid onto target creature. You may pay {R} to end this effect.

    2 Mana Value 1 Power 1 Toughness Summon Licid rare Mystery Booster 2
  10. {T}: Destroy target nontoken land. Its controller creates a Mana Confluence token. (It's a land with "{T}, Pay 1 life: Add one mana of any color.")

    3 Mana Value 1 Power 1 Toughness Creature — Dwarf rare Mystery Booster 2
  11. Boulder Jockey Magic Cards

    ({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.

    3 Mana Value 4 Power 4 Toughness Creature — Goblin rare Mystery Booster 2
  12. All-Star Kicker Magic Cards

    Assist kicker {3} (You and up to one other player can spend mana to pay this kicker cost.) When All-Star Kicker enters the battlefield, your team may pass the ball. Then if All-Star Kicker was kicked, creatures your team controls get +1/+1 and gain haste until end of turn. (To pass the ball, one of the players on your team gives a permanent or card in hand to another player on your team.)

    2 Mana Value 2 Power 2 Toughness Creature — Orc Athlete rare Mystery Booster 2
  13. You Compleat Me Magic Cards

    If your life total is greater than 10, it becomes 10. For the rest of the game, your maximum life total is 10. You get an emblem with "Pay 2 life: Add one mana of any color" and "At the beginning of your upkeep, you draw a card and you lose 1 life."

    3 Mana Value Sorcery rare Mystery Booster 2
  14. {T}, Pay 2 life: Add {B}{B}. You may cast spells from your graveyard. Only mana produced by abilities that caused you to lose life may be spent to cast spells this way. (Damage causes loss of life.) If a card would be put into your graveyard from anywhere, exile it instead.

    4 Mana Value Artifact rare Mystery Booster 2
  15. 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!)

    2 Mana Value 2 Power 1 Toughness Legendary Creature — Human Gamer rare Mystery Booster 2
  16. TL;DR Magic Cards

    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.)

    2 Mana Value Instant rare Mystery Booster 2
  17. Deathtouch Whenever Pinchy McStingbutt deals combat damage to a player, conjure a card named Death of a Thousand Stings, Lethal Sting, or Stinging Shot at random into your hand and reveal it. (Treat conjured cards like cards.)

    3 Mana Value 1 Power 3 Toughness Creature — Scorpion rare Mystery Booster 2
  18. At the beginning of each combat, creatures you control gain banding until end of turn if a creature you control has banding. The same is true for changeling, devoid, fear, flanking, horsemanship, ingest, intimidate, landwalk, shroud, tantrum, wither, and the activated ability "Sacrifice this creature: Add {C}."

    3 Mana Value 3 Power 3 Toughness Legendary Creature — Human Soldier rare Mystery Booster 2
  19. I — Exile up to one target Saga card from a graveyard. Copy its chapter I ability. II — Exile up to one target Saga card from a graveyard. Copy its chapter II ability. III — Exile up to one target Saga card from a graveyard. Copy its chapter III ability.

    2 Mana Value Enchantment — Saga rare Mystery Booster 2
  20. If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.

    2 Mana Value 2 Power 2 Toughness Creature — Human Wizard rare Mystery Booster 2