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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All non-creature permanents have shroud. (They can't be the target of spells or abilities.)
2/4
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Arrow Storm deals 1 damage to each attacking or blocking creature target player controls.
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.) |
Equipped creature can't be blocked unless defending player pays
for each blocking creature.Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Haste.
At the beginning of each upkeep if a player has more creature cards in his or her graveyard than each other player, that player gains control of Bone Sweeper. 3/3
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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
.)Torchgeyser deals 4 damage to target creature. |
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Enchant non-land permanent
Activated abilities of enchanted permanent can't be played. Prevent all damage that would be dealt by enchanted permanent. |
Spend only mana produced by basic lands to play Flaming Roar.
Flaming Roar deals 3 damage to target creature and 3 damage to its controller. |
Whenever you play a land, you may pay
. If you do, gain 1 life.1/1
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When Brinehull Tortoise attacks it doesn't untap during your next untap phase.
-Yousel, Altheran field guide. 3/6
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Flying
When Moonfeather Gull is put into a graveyard from play, return target Island to its owner's hand. 1/1
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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.) |
Up to two target creatures lose flying and get +1/+1 until end of turn.
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Enchant land.
Enchanted land is a 3/3 Elemental creature with trample that's still a land. |
Sacrifice Earthtiller Golem: Target land you control gains shroud until end of turn (It can't be the target of spells or abilities).
2/2
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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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Order of the Clouded Sun
(rare)
Arrow Storm
(uncommon)
Soulwright Circlet
(uncommon)
Bone Sweeper
(uncommon)
Torchgeyser
(common)
Tethered Will
(common)
Flaming Roar
(common)
Altheran Seed Seer
(common)
Brinehull Tortoise
(common)
Moonfeather Gull
(common)
Churning Rot
(common)
Grappling Vines
(common)
Rootshaping
(common)
Earthtiller Golem
(common)
Murkdrinker Imp
(common)






