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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.
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Whenever subjugated creature attacks or blocks, put two 1/1 white Soldier creature tokens onto the battlefield. 2/1
|
Conquer — Whenever a permanent an opponent controls leaves the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
1/2
|
Haste
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, that player discards a card. 3/2
|
Whenever this creature attacks, bluff for instants. (Defending player chooses one: this creature gets +1/+1 until end of turn; or the next time you cast an instant spell this turn, this creature gets +2/+2 until end of turn.)
1/2
|
Overwhelm (If you control more creatures than an opponent, this creature gets +1/+1.)
1/2
|
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, add to your mana pool.
2/2
|
Retribution 1 (This creature enters the battlefield with a +1/+1 counter on it if you were dealt damage since your last end step.)
1/3
|
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, gain 4 life.
2/4
|
First strike
Entitlement 1 (When Cocky Knight enters the battlefield, you may exile a permanent you control until Cocky Knight leaves the battlefield. If you do, put a +1/+1 counter on Cocky Knight.) 1/1
|
Flying
Entitlement 2 (When Bloodthirsty Skyknight enters the battlefield, you may exile a permanent you control until Bloodthirsty Skyknight leaves the battlefield. If you do, put two +1/+1 counters on Bloodthirsty Skyknight.) 2/2
|
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, Incensed Underdog deals 2 damage to each opponent.
3/1
|
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature gets -2/-0. 1/1
|
Led by Example – Whenever Inspired Protectors attacks or blocks along with a creature with greater power, regenerate target creature.
1/3
|
Oppression (This creature can't be blocked by creatures with toughness 1. Whenever this creature attacks, put a 1/1 red Rebel creature token onto the battlefield under defending player's control.)
3/2
|
Set in Motion (: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn. |
Prison Warden
(rare)
Imperial Recruiter
(uncommon)
Vicious Terrorist
(uncommon)
Battlefield Tactician
(uncommon)
Brutal Oppressor
(common)
Firebrand Revolutionary
(common)
Regiment Initiate
(common)
Supply Thieves
(common)
Cocky Knight
(common)
Bloodthirsty Skyknight
(common)
Incensed Underdog
(common)
Occupation Grunts
(common)
Inspired Protectors
(common)
Kewell Soresi
(common)
Plan for Ambush
(common)