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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Defender
Whenever a creature you control is dealt combat damage and doesn't leave the battlefield you may draw a card. As the wall crumbles you get your tools back.
1/4
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Flash
When Time Leaper enters the battlefield you may cast non-land spells as though they had flash until end of turn. 1/1
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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.)
If Lifewater Diviner is settled you may gain 1 life at the beginning of your upkeep. If Lifewater Diviner is settled to a portal you may gain 3 life at the beginning of your upkeep instead. 0/3
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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.)
A land settled by Mudhappy Swine loses abilities and then gains gains " : Untap target creature. It gains +1/+1 until end of turn."3/4
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Trampled Heirloom enters the battlefield tapped.
Put the top card of your library into your graveyard, : Add one mana of any color to your mana pool. |
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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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Lonely- If Cataclysm Caller was the only spell you cast this turn Cataclysm Caller deals 1 damage to all creatures you don't control at the beginning of the next endstep.
Though the Portal Crisis was a natural event, some still feel guilt over the tragedies that occurred.
3/5
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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.)
As long as Beauty of Grusheel is settled Beauty of Grusheel has hexproof. If Beauty of Grusheel is settled to a portal Beauty of Grusheel gains hexproof and haste. 4/3
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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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Hexproof
When Great Ocean's Lurker enters the battlefield draw a card. Those that attempted to cross the Great Ocean or had been warped there found that the monsters of lore were real.
3/4
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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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Enchant creature
Enchanted creature gains flying and Shirk 1 ![]() (![]() : Prevent the next 1 damage that would be dealt to this creature). |
Enchant creature
Whenever the enchanted creature dies put a 2/2 black zombie token onto the battlefield under your control. |
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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Wall of Utensils
(rare)
Time Leaper
(uncommon)
Lifewater Diviner
(uncommon)
Mudhappy Swine
(uncommon)
Trampled Heirloom
(common)
Wandering Winterwhite
(common)
Cataclysm Caller
(common)
Beauty of Grusheel
(common)
Brain Pain
(common)
Great Ocean's Lurker
(common)
Craquim Aeronaut
(common)
Wings of Freedom
(common)
Pulse of Ambs
(common)
Nightshade Archer
(common)
Swamp
(basic)



: Untap target creature. It gains +1/+1 until end of turn."
