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.
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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.)
Target player discards X cards at random. A thousand lifetimes of agony condensed into one terrible instant.
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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.) |
Flying
Arctic Aven gets +1/+1 as long as you control a Plains. : Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)2/1
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![]() : Shoreline Emissary can't be blocked this turn.Where the Great Sea washes up on the beaches of Llanowar, Gaea's couriers confer with the merfolk empire.
3/2
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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 |
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Search your library for a basic land card and put it onto the battlefield tapped. Then, shuffle your library.
Draw a card. |
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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: 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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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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: Add to your mana pool.They are the closest to Gaea, drawing power from her very essence itself.
1/1
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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 |
Enchant creature (Choose a creature when you cast this. This enters the battlefield enchanting that creature.)
Enchanted creature gets +2/+2 and has trample. +2/+2
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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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*Shock deals 2 damage to target creature or player.
Beneath the mountains of Hurloon lie vast chasms of molten lava. They occasionally burst to the surface in deadly explosions.
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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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Mind Twist
(rare)
Lord of Atlantis
(uncommon)
*Arctic Aven
(uncommon)
Shoreline Emissary
(uncommon)
Exorcize
(common)
Creeping Growth
(common)
Goblin Hedge Wizard
(common)
Craw Wurm
(common)
Bear Cub*
(common)
*Elvish Mystic
(common)
Valiant Knave
(common)
Primal Might
(common)
*Shambling Goblin
(common)
*Shock
(common)
Elven Outriders
(common)



: 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.)
: Arctic Aven gains lifelink until end of turn. (Damage dealt by this creature also causes you to gain that much life.)

