Titanica: Virtual Booster
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.
Destroy target attacking Vehicle.
Fuel (Create a colorless artifact token named Etherium Cell with "T, Sacrifice this artifact: Add one mana of any color to your mana pool.") On Titanica, pedestrian crushes train.
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Vigilance
: Choose one — • Mechas, Bronzed Hero gains Indestructible until end of turn. • Mechas gets +2/+2 and Trample until end of turn. She rode plains of wild millet once, with her now extinct kin, and will not see such tragedy again.
5/5
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Double Strike
Thor-Kreen Rager gets +1/+1 for each other creature you control. Some Kreen not only revere their clutch; they live for it.
0/0
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Trample
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.) 4/4
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Whenever Brainboxed Dragon attacks, you may draw a card, then discard a card.
Brainboxed Dragon attacks each turn if able "One of my kin. The Storm Age was not kind to them."-Kryokos, the Last Dragon
4/3
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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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When Backalley Alchemists enters the battlefield, you gain ¤¤.
¤¤: Each opponent loses 1 life and you gain that much life. ¤¤, sacrifice Backalley Alchemists: Target creature gets -2/-2 until end of turn. It's what ails ya.
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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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Defender
Creatures you control get +0/+1. When things get out of hand with pirates or criminals, the Shield Guards of the Military Police are there.
2/2
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Skulk
When Memory Thief deals damage to a player, you may draw a card. 2/2
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When Sunhall Sellsword enters the battlefield, it gets a +1/+1 counter for each Ally you control, and you gain ¤¤.
¤: Sunhall Sellsword gains First Strike until end of turn. Sunhall produces the finest mercenaries in Raregrove to represent her ideals abroad.
2/3
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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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When Kreen Mound enters the battlefield, you gain 3 life.
The Kreen once had to rely on ancient crystals to fend off wurms, but have now allowed their clutches to colonize new mounds since the curse of wurms was lifted.
0/4
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Each opponent may tap a land they control. Those lands do not untap on their controllers next untap steps.
You gain for each opponent who does not untap a land. The easy way or the hard way, these are the two options pirates offer.
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Suplex the Train
(uncommon, foil)
Mechas, Bronzed Hero
(rare)
Thor-Kreen Rager
(uncommon)
Temple Raiders
(uncommon)
Brainboxed Dragon
(uncommon)
Spell Burst
(common)
Backalley Alchemists
(common)
Sand-Sail
(common)
Shield Guards
(common)
Memory Thief
(common)
Sunhall Sellsword
(common)
Battle Mastery
(common)
Kreen Mound
(common)
Silo Raid
(common)
Island
(basic)