Titanica: 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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Vigilance
When Avatar of Ia enters the battlefield, draw a card. : Scry 4. Target opponent adds to his or her mana pool.3/4
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Whenever a creature you control deals combat damage, you gain ¤¤.
¤¤: Fuel ¤¤¤¤, sacrifice Ephemeral Armory: Distribute four +1/+1 counters among creatures you control. It wasn't there yesterday, and won't be there tomorrow.
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Return each creature that dealt damage this turn to its owner's hand.
The Last Dragon shall brook no destruction of his great city.
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Haste
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token that's a copy of this creature that's tapped and attacking that player or a planeswalker he or she controls. Exile the tokens at end of combat.) 4/2
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When Fireworks Cart enters the battlefield, you gain ¤¤.
¤¤: Deal 1 damage to target creature. ¤¤, sacrifice Fireworks Cart: Create a 1\1 red Kobold creature token. "My bombs! My cart!"-Nik, Kobold Bombsmith
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When Reading Nook enters the battlefield, you gain ¤¤.
¤¤: Scry 2. ¤¤, sacrifice Reading Nook: Draw a card. Even the butcher and the baker have a quiet shelf with a chair and a mug in Academia.
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Skulk
When Memory Thief deals damage to a player, you may draw a card. 2/2
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Lifelink
When Sunhall Acolyte enters the battlefield, each other Ally you control gets Lifelink until end of turn. "May the vines grow long and the trees bear fruit, in the rare grove of the desert where come we all."-Hymn of Grapes
1/2
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Prevent all damage that would be dealt this turn.
The Thri-Kreen can't predict if they'll lose a battle, but they know to plan around an escape anyways.
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Exile the top two cards of your library. Until end of turn you may play those cards.
Dokur's magic was always a little flighty, like trying to light a bomb in the rain.
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Enchant creature.
Enchanted creature has double strike. (It deals both first-strike and regular combat damage.) Skilled Kreen use their secondary arms to quad-wield. Master Kreen only pretend to do so.
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Target creature you control gets +2/+0 until end of turn and deals damage equal to its power to target creature you don't control.
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Crew 1 (Tap any number of untapped creatures you control with total power 1 or greater: This permanent becomes an artifact creature until end of turn.)
: Sand-Sail gains Lifelink until end of turn.Despite popular belief, Thri-Kreen feel the warmth of the sun and the whip of wind. And they love it.
3/3
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When Kreen Speaker enters the battlefield, Ally's you control get +1/+1 and First Strike until end of turn.
"Fleshy ones think very loudly. Here, I'll tune you all in."-Zik'ch, Kreen Speaker
2/2
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Avatar of Ia
(rare)
Ephemeral Armory
(uncommon)
Restore the Peace
(uncommon)
Pirate Crew
(uncommon)
Fireworks Cart
(common)
Reading Nook
(common)
Memory Thief
(common)
Sunhall Acolyte
(common)
Sandwave
(common)
Spell Burst
(common)
Battle Mastery
(common)
Smack Down
(common)
Sand-Sail
(common)
Kreen Speaker
(common)
Island
(basic)


: Scry 4. Target opponent adds
to his or her mana pool.


