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Printable
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.
 R 
Sorcery
Gain control of target cultivated land.
Cultivate {4}{u}{u} (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.)
 U 
Instant
All creatures gain deathtouch until end of turn (Whenever a creature with deathtouch deals damage to a creature, destroy that creature)
 U 
Instant
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.
 U 
Land Creature – Beast
Feral Woods is green.
When Feral Woods comes into play, sacrifice it unless you return a Forest you control to its owner's hand.
Haste
{t}: Add {g} to your mana pool.
2/3
 C 
Creature – Beast
{u}, Reveal a land card from your hand: Untap Haze Tracker.
4/4
 C 
Enchantment – Aura
Enchant creature
Creatures that are enchanted can't block.
{u}
 
 C 
Instant
Return target tapped creature to its owner's hand.
Cultivate {2}{u} (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.)
 C 
Instant
Return target Swamp card from your graveyard to play. It becomes a 2/2 Zombie creature that is still a land. (It is affected by summoning sickness)
 C 
Instant
You may return two Plains you control to their owners' hands rather than pay the mana cost of Eve of Harvest.
Prevent all combat damage that would be dealt this turn.
 C 
Land – Island
({t}: Add {u} to your mana pool.)
Enigmatic Isle comes into play tapped.
{1}: Return Enigmatic Isle to its owner's hand.
 C 
Instant
Up to two target creatures must attack this turn if able.
 C 
Artifact – Fortification
Fortified land has ''{t}: Target attacking or blocking creature gets +1/+2 until end of turn.''
Fortify {2} ({2}: Attach to target land you control. Fortify only as a sorcery. This card comes into play unattached and stays in play if the land leaves play.)
 C 
Sorcery
As an additional cost to play Crumbling Wits, sacrifice a land.
Target player discards two cards.
 C 
Creature – Centaur Warrior
Farwood Pathfinders must be blocked if able.
5/6
 C 
Enchantment – Aura
Enchant non-land permanent
Activated abilities of enchanted permanent can't be played.
Prevent all damage that would be dealt by enchanted permanent.

Syravon Directive (rare)
Bitter Blood (uncommon)
Rallying Heroism (uncommon)
Feral Woods (uncommon)
Haze Tracker (common)
Runes of Hysteria (common)
Plunge (common)
Sinister Plot (common)
Eve of Harvest (common)
Enigmatic Isle (common)
Echoes of Battle (common)
Altheran Garrison (common)
Crumbling Wits (common)
Farwood Pathfinders (common)
Tethered Will (common)