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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Damage dealt by Volcanic Spew can't be prevented.
Deal 4 damage to target creature. Nothing of this world is hotter than the lava spewed from Chior's volcanoes.
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Destroy target creature with a counter on it.
Even crimes of greed and wrath may comfort the perpetrator, but crimes of envy leave only a void to reemerge.
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Vigilance
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.) Mystery of Craquim and lands Mystery of Craquim is settled to have hexproof. 2/2
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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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Target creature gets +1/+1 and gains first strike until end of turn.
Draw a card. Gamar thought it was just his old guard instincts but others read his actions as having more heart.
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Counter target instant or sorcery spell.
If a spell with retrace was countered this way you may draw a card. "Or we could not."- Ziyin
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: Target tapped creature gains hexproof until end of turn.Time and resources limited the capabilities of architectural productions.
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: Add to your mana pool.
: Aquaculture Lake becomes an island. (Aquaculture Lake loses the ability " : Add to your mana pool.) |
Flying, 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.)
Tap a land paired with Craquim Aeronaut: Craquim Aeronaut can't be the target of green spells or abilities until end of turn. 2/2
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Discard two cards, then draw two cards and add
![]() to your mana pool.Loss can make one realize they yearn for something new, something original, and the means to find such a thing.
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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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Lonely- If Gloomful Immortal is the only spell you cast this turn sacrifice another creature you control and gain life equal to its toughness at the beginning of the endstep.
As she aged relationships felt more and more emphemeral.
2/3
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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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House Foundations.
(rare)
Volcanic Spew
(uncommon)
Kill in Envy
(uncommon)
Mystery of Craquim
(uncommon)
Nightshade Archer
(common)
Overprotective Charge
(common)
Genius Inspiration
(common)
Log Cabin
(common)
Aquaculture Lake
(common)
Craquim Aeronaut
(common)
Insightful Inspiration
(common)
Ancient Arborfolk
(common)
Gloomful Immortal
(common)
Henbane Herbalist
(common)
Plains
(basic)
: Put four 0/2 colorless artifact creature-wall tokens with defender onto the battlefield.


to your mana pool.
