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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Once each turn, during your first main phase, you may search target opponent's library for a nonland card and cast it without paying its mana cost.
At the beginning of your endstep, if you control 5 or more permanents you don't own you win the game. |
Whenever a non-token creature becomes equipped or implanted create a 1/1 white soldier token.
Watch and inspire. Arm and win.
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Whenever you cast a colored artifact creature spell add
to your mana pool.Time is no burden in traversing the Second World, only experience.
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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.)
Whenever a player pays life, that player must pay an additional 2 life. 2/2
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As an additional cost to cast Scars of Madness pay 3 life.
Put two +1/+1 counters on target creature you control. |
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Look at the top five cards of your library. Put two of the into your hand, then put the rest into your graveyard.
"Pitiable Farid, you mistook me for a friend."
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When Alerting Ally enters the battlefield untap a tapped creature you control.
If an artifact creature was untapped this way put a +1/+1 counter on it. 1/2
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Target creature with flying gains indestructible and hexproof until end of turn.
Masters of the First and Second Worlds, there is little that can harm Deshub's djinn.
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Exile target attacking or blocking creature. Then, search your library for a plains and a forest and put them onto the battlefield tapped.
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Sacrifice Wish Salvager: Put target artifact with a converted mana cost of 4 or greater from your graveyard on the top of your library. Activate this ability only if you control a Djinn.
2/2
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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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: Add to your mana pool.Drenth assigns each head a purpose before pruning excess heads from his body.
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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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.)
When Warith Initiate enters the battlefield, Warith Initiate deals 3 damage to each player if you have no cards in your hand. 3/2
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Fatal Betrayal
(mythic)
Rikkar's Trainees
(uncommon)
Second World Correspondence
(uncommon)
Hatesinger
(uncommon)
Scars of Madness
(common)
Veerpal's Ambition
(common)
Alerting Ally
(common)
Djinn's Imperviousness
(common)
The Sultan's Paradise
(common)
Wish Salvager
(common)
Impromptu Medic
(common)
Lone Head
(common)
Fanciful Vision
(common)
Warith Initiate
(common)
Forest
(basic)








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