Shootout: Virtual Booster
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| Mechanics | Skeleton | Draft Archetypes | Lore |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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No more rares or mythics
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At the beginning of your upkeep, look at target player's hand and the top card of his or her library.
"Gamblin', like life, must seem to you like it's up to chance. Keep thinkin' like that, and you're sure to lose."
2/2
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Barter – When Wagon Captain enters the battlefield, you may have target player gain control of a nonland permanent you control. If you do, put a +1/+1 counter on each creature you control.
3/3
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Bite the Bullet deals 3 damage to target creature or player and 3 damage to you. At the beginning of the next end step, each player dealt damage this way gains 6 life.
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Train Stowaway can't attack or block alone.
Getting in the suitcase was the easy part. Convincing a passenger to take the talking luggage onto the train was the hard part.
2/1
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Target attacking or blocking creature gets +3/+1 until end of turn.
"Axle's broken and I can hear hooves in the distance. Lucy, hand me the guns."
-Hudson, pioneer |
![]() : Draw a card."This is no late-night club dance, Wyatt. Her dance is more primal. I can feel it speak to parts of me I did not know existed."
-Jean Loric, to Wyatt Carson 1/2
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When Vigilante Band enters the battlefield, if an opponent has a higher life total, put a 1/1 white Soldier token onto the battlefield.
After they arrived, not a single ‘Wanted' poster remained in all the county.
4/4
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Dash
![]() (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)
Menace 3/1
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: Target player gains 1 life.
Hostage (Whenever another creature would be destroyed, you may instead remove all damage from it and sacrifice this creature.) 0/2
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When Prad Company Teller enters the battlefield, look at the top three cards in your library, then put them back in any order.
Prad Company is the premier trading company on the frontier – a position that has made it the target of thieves everywhere.
1/4
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Flying, vigilance
"Why are you stopping?" Mick asked. His guide gestured to the winged mass perched on the peak. "No sound." she whispered. "We wait."
3/3
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Choose target creature you don't control. When that creature dies this turn, draw a card. Target creature you control fights that creature. (Each deals damage equal to its power to the other.)
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Flash
Flying It follows storms, waiting for an unlucky wagon train to seek shelter before diving in for the kill.
3/2
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, Sacrifice a creature: Skinstealer Boohag gains hexproof until end of turn."Don' let the hag ride ya."
-Norfolk county saying meaning "Stay safe out there." 1/3
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Saloon Gambler
(uncommon)
Wagon Captain
(uncommon)
Bite the Bullet
(uncommon)
Train Stowaway
(common)
Last-Ditch Effort
(common)
Kloma Spiritdancer
(common)
Vigilante Band
(common)
Kolgek Pass Roughrider
(common)
Kindly Doctor
(common)
Prad Company Teller
(common)
Plateau Roc
(common)
Victim of Nature
(common)
Stormbound Falcon
(common)
Skinstealer Boohag
(common)







: Target player gains 1 life.