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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Tap all nonwhite creatures you control.
You choose how each creature blocks this turn. |
, : 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. |
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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Protection from enchanted (This creature can't be blocked, targeted, dealt damage or enchanted by anything that is enchanted)
Sacrifice Oathbound Auramancer: Destroy target enchantment. 2/2
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Fortified land has ''
: Target attacking or blocking creature gets +1/+2 until end of turn.''Fortify ( : 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.) |
![]() : Bramblescale Wurm gets +2/+2 until end of turn. Play this ability only once each turn.Earthform ![]() ![]() ![]() (Any time you could play a land you may play this card face down as a land. It has '' : Add to your mana pool''. Turn it face up at any time for its earthform cost.)5/5
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When Marshmist Raider comes into play, target player loses 4 life.
4/4
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Dowse (Each land you control that you return to its owner's hand while playing this spell reduces its cost by
.)5/4
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Protection from red.
Earthform ![]() (Any time you could play a land you may play this card face down as a land. It has '' : Add to your mana pool''. Turn it face up at any time for its earthform cost.)3/2
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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. |
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Target creature you control gains protection from the color of your choice until end of turn.
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.) |
Roaming Grizzly gets +2/+2 as long as you control six or more lands.
2/2
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Target creature gets -1/-1 until end of turn.
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.) |
When Sandstorm Herder becomes blocked, tap all lands defending player controls.
2/1
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, Discard a basic land card: Add R to your mana pool.1/1
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Sanctified Victory
(rare)
Haven of Flames
(uncommon)
Bitter Blood
(uncommon)
Oathbound Auramancer
(uncommon)
Altheran Garrison
(common)
Bramblescale Wurm
(common)
Marshmist Raider
(common)
Afflicted Ghoul
(common)
Frosthorn Ranger
(common)
Distant Journey
(common)
Watchfire Ward
(common)
Roaming Grizzly
(common)
Churning Rot
(common)
Sandstorm Herder
(common)
Caldera Seer
(common)

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




