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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Flying
Shirk 2 ![]() (![]() : Prevent the next 2 damage that would be dealt to this creature).
Whenever damage to a creature would be prevented you gain that much life. 4/6
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Creatures you control get Shirk 1
( : Prevent the next 1 damage that would be dealt to this creature).Dhelnin reasoned that 10 wolves couldn't kill all 60 of the fleeing villagers.
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Creatures get -1/-1 until end of turn.
Retrace The heavy heart of sorrow pumps despair through the body. The despair so desperately desires to escape the body.
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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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: Add to your mana pool.
: Lumberlands becomes a forest. (Lumberlands loses the ability " : Add to your mana pool.) |
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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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Whenever Flesheating Beetles deals combat damage to a player you pay 2 life. If you do put a +1/+1 counter on Flesheating Beetles.
THe beetles were always dangerous, Temdaquish only made them larger.
3/3
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Target creature gets +3/+3 and gains trample until end of turn.
Beasts once hunted for challenge seemed all the more challenging when hunted for necessity.
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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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When Kindred Cultist enters the battlefield you may have target opponent lose 1 life and gain 1 life if you control another black creature.
The Doomspeaker's prophecies had been realized. The cultist's final task was to cement the truth into history.
2/1
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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.)
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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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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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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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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Savior of the Dispersed
(rare)
Scatter
(uncommon)
Wallow in Misery
(uncommon)
Mystery of Craquim
(uncommon)
Lumberlands
(common)
Genius Inspiration
(common)
Flesheating Beetles
(common)
Sudden Ferocity
(common)
Energy Chew
(common)
Kindred Cultist
(common)
Ice-Edge Retiree
(common)
Ancient Arborfolk
(common)
Overprotective Charge
(common)
Element Evader
(common)
Mountain
(basic)




: Add
to your mana pool.
