Shattered Kingdom: Virtual Booster
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| Mechanics | Skeleton |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Target creature you control gains indestructible until end of turn. Then, it fights each creature you don't control.
A king's true power is to bend the world to his wishes, something none of Ashber's challengers understood.
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Doublestrike
Sacrifice Warith Mentor: Target artifact creature gains doublestrike until end of turn. Activate this ability only during the main phase. 2/2
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Enchant creature
Enchanted creature gains "spells and abilities opponents cast must target this creature if able" and Deceit ((When this leaves the battlefield you may pay . If you do, draw a card).). |
Heads in the Second World enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Heads in the Second World: Heads in the Second World gains deathtouch until end of turn. 1/1
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Whenever a creature blocks the equipped creature, that creature creature gets -2/-1 until end of turn.
Equip ![]() |
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Reserve
![]() ![]() (You may cast this creature for its reserve cost if a creature blocked this turn)
When Second-World Scavenger enters the battlefield you may return an equipment from your graveyard to the top of your library. 2/3
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Until end of turn, creatures that would enter the battlefield are blank (Until end of turn that creature loses all abilities.).
Too many voices turn into an unintelligible buzz.
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Defender
Ashber's body guards tie their loyalty to their shields. Should either break, their life will end.
3/5
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When Impromptu Medic enters the battlefield you may put a +1/+1 counter on target creature that blocked this turn.
A weapon needs someone to wield it, and he'll make sure they keep wielding it.
1/1
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Prevent all combat damage that would be dealt this turn. Then, draw 2 cards.
Matafawwiq and Farid must face death. Their supporters on the other hand received diplomacy.
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Whenever a non-artifact creature enters the battlefield under a player's control, that player loses 1 life.
If one has no business, punish them for being useless.
1/1
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Look at the top 3 cards of your library. Put one into your hand and exile the rest. When you exile a creature card this way, target creature you control gains flying until end of turn.
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When Annurad Security enters the battlefield you lose 4 life unless you have less life than each opponent.
Bazaars show wares, even the guards' presence doubles as mercantile demonstration.
5/5
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Warning (As you cast this spell any player may pay 2 life. If they do, exile this spell. At the beginning of your next upkeep put this creature onto the battlefield).
Reach When Horizon Bowman enters the battlefield deal 2 damage to target creature. 6/3
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Impossible Might
(rare)
Warith Mentor
(uncommon)
Feigned Martrydom
(uncommon)
Heads in the Second World
(uncommon)
Purecode Ahkal-Teke
(common)
Second-World Scavenger
(common)
Formless Crowd
(common)
Royal Defender
(common)
Impromptu Medic
(common)
Peace Talks
(common)
Glass Palace Advisor
(common)
Fanciful Vision
(common)
Annurad Security
(common)
Horizon Bowman
(common)
Swamp
(basic)








