Code Geass archive: 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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Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn and you've only had one combat phase this turn, untap all creatures you control. After this phase, there is an additional combat phase.
4/4
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Target opponent chooses one —
• You sacrifice a creature. Aggressive Gambit deals 4 damage divided as you choose among one or two target creatures of your choice. • Aggressive Gambit deals 3 damage to target creature of your choice. |
Conquer — Whenever a permanent an opponent controls leaves the battlefield, put a 1/1 white Soldier creature token onto the battlefield.
1/2
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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 can't block. At the beginning of your upkeep, subjugated creature's controller loses 2 life. 2/3
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, Sacrifice Land Mine: If was spent to activate this ability, it deals 3 damage to target opponent. If was spent, put a +1/+1 counter on target creature. (Do both if ![]() was spent.) |
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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
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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
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Leadership (When this creature enters the battlefield, each creature you control gets +1/+1 until end of turn.)
2/2
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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
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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
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Flash
Enchant nonland permanent When Gefjun Disturber enters the battlefield, tap enchanted permanent and remove it from combat. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. |
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
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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 Forest or an Island, untap target creature and it gets +1/+1 until end of turn. |
Sabotage creatures — Whenever a creature enters the battlefield under your opponent's control, you may reveal Black Knight Informant from your hand and pay
![]() . If you do, cast it without paying its mana cost.3/2
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Revolution — Whenever another Rebel enters the battlefield under your control, target creature can't block this turn.
2/2
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Rebel Strategist
(rare)
Aggressive Gambit
(uncommon)
Imperial Recruiter
(uncommon)
Exploitative Industrialist
(uncommon)
Land Mine
(common)
Bloodthirsty Skyknight
(common)
Cocky Knight
(common)
Harsh Taskmaster
(common)
Regiment Initiate
(common)
Firebrand Revolutionary
(common)
Gefjun Disturber
(common)
Occupation Grunts
(common)
Plan for Readiness
(common)
Black Knight Informant
(common)
Insurgent Pathfinder
(common)




was spent, put a +1/+1 counter on target creature. (Do both if