<UB> Diablo: Virtual Booster
| <UB> Diablo: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Skeleton Table |
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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This creature enters with a decayed counter on it.
![]() : Remove a decayed counter from this creature.2/3
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This creature enters with five +1/+1 counters on it.
Whenever this creature attacks, remove up to two counters from this creature, then create that many 1/1 green Demon Spawn creature tokens named Hork Spawn. , Sacrifice a creature: Put two +1/+1 counters on this creature."We ran away but Theo fell down and the bug grabbed him and took him away!"
—Celia 0/0
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This creature can't block.
When this creature dies, search your library for an artifact card, reveal it, then put it into your hand. Then shuffle. "Pleeeease, no hurt, no kill. Keep alive and next time good bring to you."
2/1
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When this creature dies, create a Blood token and a Treasure token.
According to ancient lore, magma demons came into being by the spilling of Mephisto's blood in the Burning Hells.
5/3
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No more uncommons
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Equipped creature gets +2/+1 and has menace.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
As long as you control another Goat, this creature gets +1/+0.
Cultists of the stone clan defend their covens fiercely, charging intruders without fear.
2/2
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Flash (You may cast this spell any time you could cast an instant.)
When this creature enters, attach up to one target Equipment you control to up to one target creature you control. 2/3
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Trample
This creature can't be blocked by more than one creature. Used as living siege engines, there are numerous accounts of these juggernauts smashing into the lines of the Seraphim and leaving only death and ruin in their wake.
6/4
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When this creature enters, draw a card.
3/3
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Ward
This creature can't be blocked unless defending player pays for each creature they control blocking it.The Hidden are the boogeymen that haunt our dreams and live in the nightmares of children
1/2
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This creature enters with a decayed counter on it.
![]() : Remove a decayed counter from this creature.2/3
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Reach (This creature can block creatures with flying.)
2/1
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Ward
(Whenever this becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature enters, tap target creature you don't control. Put a stun counter on it. Frost chargers are light colored, and so gained their name. However their advantages over the lesser horned siege beasts are their resistances to electricity, cold and magic.
3/5
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Labyrinth Zombie
(common, foil)
Hork Demon
(rare)
Gharbad the Weak
(uncommon)
Blood Stone
(uncommon)
Night Clan Maul
(common)
Stone Clan Cultist
(common)
Deathshade Fleshmaul, Stone Clan
(common)
Horned Siege Beast
(common)
Counselor of Hell
(common)
Hidden Pursuer
(common)
Labyrinth Zombie
(common)
Flesh Clan Archer
(common)
Frost Charger
(common)
Island
(basic)



, Sacrifice a creature: Put two +1/+1 counters on this creature.

