Kalazir: Virtual Booster
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Mechanics |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
Discard two cards, : Search your library for a card, reveal it, and put it into your hand.
1/1
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Summoned 1 (At the beginning of the end step, if you control less than 1 Wizards that share a color with Murky Waters, sacrifice Murky Waters.)
: Add or to your mana pool. |
Preparation 2 (When you cast this spell from your hand, exile it with 2 time counters on it. Remove a time counter during every upkeep. When there are no time counters on this spell, cast it.)
Deal 4 damage divided among creatures/players as you like. |
Spellbook 1 – (Spellslinger enters the battlefield with 1 spell counters. Remove a spell counter from Spellslinger: The next sorcery you cast costs less.)
Cards you play don't have Preparation until end of turn. 3/4
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: Tap target creature with power less than 3.
2/2
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Haste
Summoned 2 (At the beginning of the end step, if you control less than 2 Wizards that share a color with Hellraiser Devil, sacrifice Hellraiser Devil.) 3/2
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First Strike
Dispel Magic (When this creature blocks or is blocked, ignore all card text of the opposing creature. The opposing creature cannot activate abilities.) 2/2
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Preparation 1 (When you cast this spell from your hand, exile it with 1 time counters on it. Remove a time counter during every upkeep. When there are no time counters on this spell, cast it.)
Deal X + 3 damage to target creature or player where X is the number of Mountains that were tapped to pay Flameburst's mana cost. |
, : Choose a creature. During your next upkeep, deal 2 damage to it.
1/2
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Preparation 1 (When you cast this spell from your hand, exile it with 1 time counters on it. Remove a time counter during every upkeep. When there are no time counters on this spell, cast it.)
Target creature gains first strike and deathtouch until end of turn. |
Summoned 1
Whenever Water Elemental attacks, Scry 2. 3/3
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Target creature gains indestructible until end of turn.
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Green creatures you control gain Dispel Magic.
Green creatures you control gain +2/+2 as long as you control at least 5 forests. Nature cares little for your silly tricks.
3/5
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Flying, Hexproof, Dispel Magic
At the end of each turn, deal 3 damage to all creatures. 6/6
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. : Summon a 2/2 Black Zombie token with Summoned X where X is half the number of zombies, rounded down.
1/2
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Novice Mage
(rare)
Murky Waters
(common)
Controlled Burn
(uncommon)
Spellslinger
(rare)
Chainwielder
(uncommon)
Hellraiser Devil
(uncommon)
Rune Knight
(uncommon)
Flameburst
(common)
Ashbringer Mage
(common)
Fatal Strike
(uncommon)
Water Elemental
(common)
Force of Will
(common)
Guardian of the Forest
(rare)
Mjallin, Firstborn
(mythic)
Necromancer
(common)