Isolation: Virtual Booster

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Mechanics
Printable
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
 U 
Enchantment – Aura
Enchanted creature is unblockable.
{u}{g}: Attach Jungle Mist to target creature. Any player may choose this option as a sorcery.
 U 
Creature – Whale
Defender
When Deep Guardian or another creature you control with defender blocks you may draw a card.
2/3
 C 
Creature – Viashino Nomad
Whenever Eor Journeyman deals combat damage to a player that player may reveal the top card of his or her library. If that card is a sorcery or instant that player may cast it without paying its mana cost.
4/2
 M 
Legendary Creature – Insect Rogue
Whenever Soub-Eeng, Morbid Trickster would deal damage to a player you may deal that amount of damage to yourself instead. If you do search your library for a creature with a power less than the damage you dealt to yourself and put it onto the battlefield.
3/4
 R 
Creature – Cephalid Wizard
{1}{g}{g}, {t}: Target attacking creature becomes a copy of target creature in your graveyard until the end of the combat phase. At the end of the phase, exile that creature from your graveyard.
1/3
 C 
Creature – Wurm
Choiral Wurm gets +1/+1 for each green creature token you control.
Down in the depths they plotted and succeeded in ruling over civilization. They could never rule predation though.
5/5
 C 
Enchantment
All creatures opponents control get -1/-0 during the combat phase.
 U 
Creature – Bird
Flying
If Aerial Observer is the only creature you control you may draw a card during your endstep.
0/1
 C 
Creature – Human Barbarian
When Bonebuster attacks discard a card from your hand and lose 4 life.
Broken bones and broken laws!
3/1
 C 
Sorcery
Set target land you control aside. Reveal the top 8 cards of your library. You may select one land card revealed that way and put it into play tapped and shuffle the land set aside back into your library unless an opponent pays {3}. Send all other cards revealed this way to your graveyard.
 U 
Creature – Camel Nomad
Horsemanship
During your endstep you may return target enchantment to its owner's hand. That player puts a 1/1 white spirit token with flying onto the battlefield.
1/2
 C 
Enchantment
For every 1 life you lose target creature gains +2/+1 until end of turn.
 C 
Enchantment
Whenever you gain a life you may exile target creature from its owner's graveyard.
 C 
Creature – Human Cleric
{t}: The next 2 damage that would be dealt to target player or creature can't be prevented.
2/2
 R 
Legendary Creature – Treefolk Druid
During your upkeep put a 1/1 green saproling token onto the battlefield.
At the begin of your endstep you may shuffle one card from your graveyard back into your library for each saproling you control.
1/7

Jungle Mist (uncommon)
Deep Guardian (uncommon)
Eor Journeyman (common)
Soub-Eeng, Morbid Trickster (mythic)
Cephalid Conjurer (rare)
Choiral Wurm (common)
Poetic Ambiance (common)
Aerial Observer (uncommon)
Bonebuster (common)
Gaining Ground (common)
Salt Carriers (uncommon)
Organic Ambiance (common)
Tearful Ambiance (common)
Falsifier (common)
Yegrol, Keeper of Origin (rare)