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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Creatures have deathtouch.
Everything can and will kill you.
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Destroy target artifact.
Add ![]() to your mana pool.First attempts in recreating former luxuries performed by those who were unskilled often turned out disastrous.
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Put a 2/2 black vampire token with flying onto the battlefield.
Retrace Some vampires went wild and terrorized fledgling towns.
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Whenever you retrace a spell you may pay
![]() . If you do create a 2/2 black zombie token.Not all the dead shambled out of the walls of Ambs. Some descended into the halls into the necropolis only to find a portal.
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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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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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Equipped creature gets +1/+0 and gains vigilance.
Equip ![]() Epoma had an idea after she how her livestock reacted when chewing the wild herb.
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Target creature can't block this turn.
If that creature had a +1/+1 counter on it Ialma's Impishness deals 3 damage to that creature. |
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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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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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.)
Ice-Edge Retiree has +1/+1 as long as its settled. If Ice-Edge Retiree is settled to a plains Ice-Edge Retiree gains lifelink. 2/2
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Destroy target creature. Its controller loses 2 life and you gain 2 life.
One must be frugal and make use of all the parts of the body.
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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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: Add to your mana pool.
: Cropfields becomes a plains. (Cropfields loses the ability " : Add to your mana pool.) |
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End of Survival
(rare)
Haphazard Stove
(uncommon)
Whiff of Blood
(uncommon)
Deepest Catacombs
(uncommon)
New Logs
(common)
Henbane Herbalist
(common)
Energy Chew
(common)
Ialma's Impishness
(common)
Nightshade Archer
(common)
Ancient Arborfolk
(common)
Ice-Edge Retiree
(common)
Feast in the Night
(common)
Overprotective Charge
(common)
Cropfields
(common)
Forest
(basic)








: Add
to your mana pool.