Sienira's Facets: Virtual Booster
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| Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ |
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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Each other player may cast any number of nonland cards from his or her hand without paying their mana cost. Then you may cast any number of nonland cards from your hand without paying their mana cost.
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Hulking Baloth's power and toughness are each equal to the number of lands you control.
All forests have big creatures in. But most of those creatures at least fit into the forest.
0/0
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Return target creature card from an opponent's graveyard to the battlefield under your control. Gain life equal to its converted mana cost.
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Overpower
( : Target creature blocking Corruption Spitter gets -1/-1 until end of turn.)There are swamps that nobody approaches, but sometimes the swamp approaches you.
2/2
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Enchant land
Whenever enchanted land is tapped for mana, its controller adds one mana of any colour to his or her mana pool. Enchanted land has " , tap an untapped Druid creature you control: Add three mana of any one colour to your mana pool." (This is tapping the land for mana.) |
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Zerian Apostate can't be blocked as long as defending player has a sorcery card in his or her graveyard.
"They'll be out at matins, so now's the time to loot the vestry."
3/2
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Put two 2/1 black Human Rogue creature tokens onto the battlefield.
The Spidra often have unexpected backup lurking around a corner.
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Whenever an artifact enters the battlefield under your control, Soliforge Conscripts gets +2/+2 until end of turn.
It's best not to cross them when they're tetchy. And they're always tetchy.
3/3
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Target player puts the top six cards of his or her library into his or her graveyard.
"We may not be vampires, but don't imagine for a moment that means you're safe." – Condri interrogator
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Whenever you cast a sorcery spell, Chapel-Roof Creeper gets +2/+2 until end of turn.
Each new unholy anthem causes it to grow new tendrils.
3/2
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Choose one – X target creatures gain swampwalk until end of turn; or X target lands become Swamps until end of turn.
Many gang members are happy to get dirty if it's necessary for the mission... or even if it isn't.
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Enchant creature
As Chromatic Ward enters the battlefield, choose a colour. Enchanted creature has protection from the chosen colour. This effect doesn't remove Chromatic Ward. |
Equip
![]() Equipped creature gets +1/+1 and has vigilance. A dwarven captain's helmet lets him keep abreast of tactical developments on all sides at once.
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Whenever a land enters the battlefield under your control, Territorial Wildman gets +2/+2 until end of turn.
"Why stay away? Long, ragged hair, a dangerous bond with the crags he lives in, and he stinks. Next question?"
2/1
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Grand Convocation
(mythic)
Hulking Baloth
(uncommon)
Necromantic Ritual
(uncommon)
Corruption Spitter
(uncommon)
Verdant Abundance
(common)
Zerian Apostate
(common)
Surprise Stab
(common)
Soliforge Conscripts
(common)
Mind Erosion
(common)
Chapel-Roof Creeper
(common)
Plunge into Muck
(common)
Chromatic Ward
(common)
Helm of Awareness
(common)
Territorial Wildman
(common)
Swamp
(basic)






(
, tap an untapped Druid creature you control: Add three mana of any one colour to your mana pool." (This is tapping the land for mana.)
