Diaspora: Virtual Booster
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| Mechanics | Skeleton |
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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Sacrifice a land,
: Put four 0/2 colorless artifact creature-wall tokens with defender onto the battlefield.Walls can protect against monsters outside, but they cannot bolster morale of those inside.
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Prowess
At the beginning of your endstep if Mingaf Hardheart's power is 2 or greater you may put a +1/+1 counter on Mingaf Hardheart. 0/2
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Emberseer can't block.
Lonely- if Emberseer is the only spell you cast this turn you may discard a card and draw two cards at beginning of the next end step. The smolders foretold many ill omens, but they did not tell an end.
2/2
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Sacrifice a creature: target creature gets -0/-2 until end of turn. Activate this ability only during your main phase.
Without the proper consultation there was confusion between natural and magical ailments.
3/4
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Shirk 3
( : Prevent the next 3 damage that would be dealt to this creature).
Whenever damage to Element Evader from a non-instant source would be prevented sacrifice Element Evader instead. 1/1
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Draw 2 cards.
Retrace The biomancers of Temdaquish and geyserclockers of Hoozti bore a unique vigor in learning to once again understand Quinnesheen.
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
Wandering Winterwhite enters the battlefield with a +1/+1 counter if you control more portals than each opponent. Temdaquish's unattended biopools were becoming a hazard.
3/4
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Destroy target artifact or enchantment. Gain 5 life.
The founders of Tulm would take praise any sign they could find in hopes it meaning they bestowed upon it would empower them.
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Until end of turn creatures you control gain prowess.
Retrace |
Target player puts the top 7 cards of their library into their graveyard.
Retrace Tjoreesh found that unlearing old skills and habits was as hard as learning new ones.
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Deathtouch, reach
When survivors flocked to the Grim Grove they found themselves at the mercy of those they had exiled.
3/2
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: Add to your mana pool.
: Cropfields becomes a plains. (Cropfields loses the ability " : Add to your mana pool.) |
Settle (You may pair this creature with another unpaired land when either enters the battlefield. They remain paired for as long as you control both of them.)
Henbane Herbalist has deathtouch as long as the land settled by Henbane Herbalist is untapped. 2/3
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Hearty (If this creature was dealt damage this turn put a +1/+1 counter on it at the beginning of the endstep.)
If they knew the ancient tongue of the Arbormen they could hear the stories passed down from the Arbormen's elders of how the portal crisis had happened before and how the short-lived survived.
6/6
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House Foundations.
(rare)
Mingaf Hardheart
(uncommon)
Emberseer
(uncommon)
Sanguine Witch
(uncommon)
Element Evader
(common)
New Logs
(common)
Wandering Winterwhite
(common)
Nothing Left but Hope
(common)
United Interests
(common)
Brain Pain
(common)
Nightshade Archer
(common)
Cropfields
(common)
Henbane Herbalist
(common)
Ancient Arborfolk
(common)
Mountain
(basic)
: Put four 0/2 colorless artifact creature-wall tokens with defender onto the battlefield.





to your mana pool.