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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Target creature spell loses all abilities.
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Enchant creature.
Enchanted creature gets +1/+1. As long as enchanted creature is tapped, spells you control can't be countered by spells or abilities. |
All creatures gain deathtouch until end of turn (Whenever a creature with deathtouch deals damage to a creature, destroy that creature)
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, : Add one mana of any color to your mana pool.![]() ![]() , Sacrifice Haven of Flames: Put two red 3/1 Elemental creature tokens with haste into play. Sacrifice them at end of turn. |
(
: Add to your mana pool.)Sun-Blessed Vale comes into play tapped. ![]() , Discard Sun-Blessed Vale: When target creature is put into a graveyard from play this turn, return it to play under its owner's control. |
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First strike
When Swift Sandrunner comes into play, target land doesn't untap in its controller's next untap step. 2/2
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Dust Blade Warrior can't be blocked by creatures whose toughness is greater than their power.
1/1
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Enchant creature.
Enchanted creature doesn't untap during its controller's untap step. , Reveal two land cards from your hand: Attach Tidal Whorl to target creature. |
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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Whenever Southfen Patrol attacks, target creature gains lifelink until end of turn. (Whenever that creature deals damage, its controller gains that much life.)
3/3
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Whenever a Swamp you control is put into a graveyard from play you may pay
. If you do, target player loses 1 life and you gain 1 life.1/1
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If you have played another spell this turn, you may reveal two Island cards from your hand instead of paying Distant Journey's mana cost.
Draw two cards, then discard a card. |
Up to two target creatures lose flying and get +1/+1 until end of turn.
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Roaming Grizzly gets +2/+2 as long as you control six or more lands.
2/2
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When Marshmist Raider comes into play, target player loses 4 life.
4/4
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Animalize
(rare)
Shimmering Leaves
(uncommon)
Bitter Blood
(uncommon)
Haven of Flames
(uncommon)
Sun-Blessed Vale
(common)
Swift Sandrunner
(common)
Dust Blade Warrior
(common)
Tidal Whorl
(common)
Clarion Warcry
(common)
Southfen Patrol
(common)
Bog Wisp Augur
(common)
Distant Journey
(common)
Grappling Vines
(common)
Roaming Grizzly
(common)
Marshmist Raider
(common)


: Add one mana of any color to your mana pool.
to your mana pool.)

