Verdia: Virtual Booster
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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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Each land you control gets +1/+1 and has haste as long as it's a creature.
Whenever a land deals combat damage, untap it. 2/4
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Thrashing Sandwalker's power and toughness are switched (Effects that change its power instead change its toughness and vice-versa).
3/3
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If you control at least two creatures you may reveal two Island cards from your hand instead of paying Coral Shaper's mana cost.
: Target blue creature gains islandwalk until end of turn.2/2
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Choose an untapped creature you control. The power and toughness of blocking creatures you control becomes equal to the power and toughness of that creature until end of turn.
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(
: Add to your mana pool.)Fungal Orchard comes into play tapped. When Fungal Orchard comes into play you may tap two untapped creatures you control. If you do, put a green 1/1 Saproling creature token into play. |
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As an additional cost to play Murkdrinker Imp, discard a land card. If that card is a Swamp, Murkdrinker Imp comes into play with a +1/+1 counter.
Flying 1/2
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Creatures you control get +1/+1 until end of turn. You gain 1 life for each attacking or blocking creature you control.
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Enchant land.
Enchanted land loses all land types and doesn't untap during its controller's untap step. |
: Target land becomes the basic land type of your choice in addition to its other types until end of turn.1/2
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Remove target creature that blocked this turn from the game.
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Enchant land
Whenever enchanted land becomes tapped, Sandstorm Swath deals 1 damage to target creature that was dealt damage this turn. |
Ash Walker is unblockable as long as there are three or more lands in defending player's graveyard.
2/1
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Magma Fountain deals 1 damage to target creature or player.
Cultivate ![]() (When this spell resolves, remove it from the game cultivating target land. Whenever a land comes into play that shares a land type with the cultivated land, you may play this card for its cultivate cost until end of turn.) |
Whenever you play a green spell, target land you control becomes a 3/3 creature until end of turn. It is still a land.
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Roaming Grizzly gets +2/+2 as long as you control six or more lands.
2/2
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Heartwood Unicorn
(rare)
Thrashing Sandwalker
(uncommon)
Coral Shaper
(uncommon)
Rallying Heroism
(uncommon)
Fungal Orchard
(common)
Murkdrinker Imp
(common)
Clarion Warcry
(common)
Glacier's Grip
(common)
Weatherbender
(common)
Sunbreak
(common)
Sandstorm Swath
(common)
Ash Walker
(common)
Magma Fountain
(common)
Earthwaker's Touch
(common)
Roaming Grizzly
(common)

: Target blue creature gains islandwalk until end of turn.
