Deshub: Virtual Booster
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| Mechanics | Skeleton | Legendary Creature and Planeswalker Profiles |
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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Wishpowered (As this enters the battlefield, you may exile a card from your hand until this creature dies. If you do, this enters the battlefield with a +1/+1 counter on it.)
Greedy Youth enters the battlefield with X +1/+1 counters, where X is 7 minus the number of cards in your hand. The youth see what they have as commodities for trade.
2/1
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Target creature gets -4/-0 until end of turn. If that creature's power becomes 0 exile it.
"When you are silent you will become meaningless."- Ashber to the upstarts.
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When Councilor of the King enters the battlefield you may draw a card if you have less cards in your hand than an opponent.
The King may have the power, but his council has the mechanical vision.
2/3
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Vigilance
![]() ![]() : Put up to two equipment or implant cards from your hand onto the battlefield.Elephants can carry a lot. Mechanical elephants can carry even more.
2/4
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Wishpowered (As this enters the battlefield, you may exile a card from your hand until this creature dies. If you do, this enters the battlefield with a +1/+1 counter on it.)
When Consultor of the Dead enters the battlefield draw two cards if you have three or more artifacts in your graveyard. 2/4
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Break- When Medisaber Apprentice enters the battlefield gain 2 life if a non-creature permanent was put into a graveyard from the battlefield this turn.
Only a select few skilled in both martial and healing arts become Ashber's medisaber guard.
2/2
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Flying
Exile Arrow Falcon: target creature gets +1/+1 and flying until end of turn. Activate this ability only during your main phase. 2/2
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When Ghoul Merchant enters the battlefield reveal the top 3 cards of your library. You may put an artifact revealed this way into your hand and the other two cards on the bottom of your library in any order.
Those seeking upgrades but not the djinn's demands wait seek out ghoul merchants who rob the deceased of their upgrades.
1/2
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Enchant creature
Enchanted creature gets +1/+1 and gains prowess. There is truth in the old scriptures, but like all truths one must seek it themself.
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Raqs 3 (During your turn this creature gets +3/+0. During your opponents turn this card gets +0/+3)
When Inspiring Raqesah enters the battlefield you may put have target creature you control gain trample until end of turn. 2/1
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When Scrap Ghoul enters the battlefield sacrifice an artifact.
Djinn's magic can be tricked just like its creators.
3/3
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You may play an extra land during your next turn.
Draw a card. The Sultan of Two Worlds, what creates in one world he demands be done in the other.
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Prairie Hub enters the battlefield tapped unless you tap an untapped artifact you control.
: Add or to your mana pool. |
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn.
Break- that creature also gets +2/+0 and gains first strike until end of turn if a non-creature permanent was put into a graveyard from the battlefield this turn. |
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Greedy Youth
(rare)
Soothing Rest
(uncommon)
Councilor of the King
(uncommon)
Augmentor's Caravan
(uncommon)
Consultor of the Dead
(common)
Medisaber Apprentice
(common)
Arrow Falcon
(common)
Ghoul Merchant
(common)
Greater Understanding
(common)
Inspiring Raqesah
(common)
Scrap Ghoul
(common)
Palace Foundations
(common)
Prairie Hub
(common)
Disloyalty
(common)
Plains
(basic)






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