Magic R: Virtual Booster
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Mechanics |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
Mythic (You may only have one copy of this card in your deck. If it would be put into a graveyard from anywhere, exile it instead.)
: Add to your mana pool. Spend this mana only to cast a green spell, activate an ability of a green permanent, or pay a cost that contains . |
Each other Merfolk creature you control gets +1/+1.
: You may cast the next Merfolk spell you cast this turn as though it had flash. (You may cast it any time you could an instant.) |
First strike (This creature deals combat damage before creatures without first strike.)
Whenever an opponent casts a green or white spell, put a +1/+1 counter on Black Knight. 2/2
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Counter target spell.
The shaman, flush with power, let out a shriek of rage as he loosed the spell — and then one of horror as it was struck from the air, its essence dripping uselessly to the ground.
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Reach (This creature can block creatures with flying.)
"Arise, spirits of Gaea! Defend your home!"
3/4
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When Merfolk Scholar enters the battlefield, you may draw a card. If you do, discard a card.
1/1
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When Shambling Goblin dies, target creature an opponent controls gets -1/-1 until end of turn.
In life, it was a fetid, disease-ridden thing. In death, not much changed.
1/1
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: Craw Wurm gains trample until end of turn. (While attacking, it can deal excess damage to defending player.)
The most terrifying thing about the Craw Wurm is the horrible crashing sound it makes as it speeds through the forest. This noise is so loud it echoes through the trees and seems to come from all directions at once.
6/4
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When Elven Outriders enters the battlefield, search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
They explore distant realms in their goddess' name.
3/3
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Destroy target enchantment.
"These vile hexes and curses have no sway over the hearts of the faithful."
-- Barrian, Bishop of the Holy Nimbus |
When Goblin Hedge Wizard enters the battlefield, it deals 1 damage to up to one target creature and 1 damage to you.
Rundvelt goblins can barely comprehend or use magic, but that doesn't stop them from trying.
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When Durkwood Druid enters the battlefield, put a +1/+1 on target creature.
"Gaea protects all her children, regardless of the elves believe."
2/2
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When Valiant Knave enters the battlefield, up to one target creature gets +1/+1 until end of turn and you gain 1 life.
"We all have to start somewhere."
-- Trostvald, Knight-Captain |
Spring is the most dangerous season in the forest of Durkwood. Hibernation has ended, and even the cubs are extremely aggressive.
2/2
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The minotaurs of the Hurloon Mountains are known for their love of battle. They are also known for their hymns to the dead, sung for friend and foe alike. These hymns can last for days, filling the mountain valleys with their low, haunting sounds.
2/3
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Mox Emerald
(rare)
Lord of Atlantis
(uncommon)
Black Knight
(uncommon)
*Counterspell
(uncommon)
Spirit of the Woods
(common)
Merfolk Scholar
(common)
*Shambling Goblin
(common)
Craw Wurm
(common)
Elven Outriders
(common)
Exorcize
(common)
Goblin Hedge Wizard
(common)
Durkwood Druid
(common)
Valiant Knave
(common)
Bear Cub*
(common)
*Hurloon Minotaur
(common)