Shootout: Virtual Booster
| Shootout: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
No more rares or mythics
|
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.
|
Return target creature card with power 2 or less from your graveyard to the battlefield.
|
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
|
Enchant creature
Enchanted creature gets +2/+0. When enchanted creature dies, if an opponent has a higher life total than you, return Destructive Impetus to its owner's hand. |
|
Gain control of target permanent you own. Put two +1/+1 counters on it.
Home is where the heart is.
|
When Supply Ferrier enters the battlefield, you may put a +1/+1 counter on target creature.
Trading posts usually employ a small army of couriers to help travelers resupply quickly.
1/1
|
Return target instant or sorcery card in a graveyard to its owner's hand.
"Breathe in the smoke. Then you will see the world as it is, and was."
-Elder Marmot, to Wyatt Carson |
Each opponent sacrifices a creature. Standoff with target opponent. If you win, return Desperate Cannibalism to its owner's hand. (You and target opponent draw a card, then discard a card. A player loses if his or her card was the lower or tied for lowest converted mana cost.)
|
Barter – When Big Antler Caribou enters the battlefield, you may have target opponent gain control of another nonland permanent you control. If you do, put two +1/+1 counters on Big Antler Caribou.
3/3
|
|
First strike
Lawmen on the frontier have a motto: "Criminals are easier to arrest when they're dead."
2/3
|
Defender
If an opponent has a higher life total than you, Clocktower Watchman has reach. When day breaks in the ghost town of Merienda, the only sound that can be heard is the chiming of the clock tower.
1/3
|
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
|
As an additional cost to cast Dynamite Blast, sacrifice a creature.
Dynamite Blast deals 4 damage to target creature. "Always remember to let go."
-Playing with Fire, pg 245 |
Whenever you draw a card, Chiwapeh Pathbreaker gets +1/+1 until end of turn.
Even in the coldest winters and the hottest summers, the Chiwapeh tribe never stops moving.
2/4
|
Bite the Bullet
(uncommon)
Patch Up
(uncommon)
Wagon Captain
(uncommon)
Destructive Impetus
(common)
Journey Home
(common)
Supply Ferrier
(common)
Smoke Reading
(common)
Desperate Cannibalism
(common)
Big Antler Caribou
(common)
Steely-Eyed Deputy
(common)
Clocktower Watchman
(common)
Prad Company Teller
(common)
Dynamite Blast
(common)
Chiwapeh Pathbreaker
(common)




