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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Reveal cards from the top of your library until you reveal a land card. Charbelch deals damage equal to the number of nonland cards revealed in this way to target creature or player. If the land was a Mountain, deal double that damage instead. Put the revealed cards on the bottom of your library in any order.
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Enchant creature
When Edict of Solitude comes into play draw a card. Enchanted creature's controller can't play spells with the same converted mana cost as enchanted creature. |
, : Add one mana of any color to your mana pool.![]() ![]() , Sacrifice Haven of Seeds: Put two +1/+1 counters on target creature. |
Choose two target creatures. They become X/X until end of turn, where X is one quarter of their combined power and toughness, rounded down.
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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. |
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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.) |
Destroy target artifact or enchantment. That permanent's controller may search his or her library for a basic land card, reveal it and put it into his or her hand, then shuffle his or her library.
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Target creature gets +2/+2 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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When Marshmist Raider comes into play, target player loses 4 life.
4/4
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Tap up to four target lands.
Draw a card. |
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.) |
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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Whenever fortified land is tapped for mana, its controller adds one mana of any color to his or her mana pool.
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.) |
Enchant land.
Enchanted land loses all land types and doesn't untap during its controller's untap step. |
Charbelch
(rare)
Edict of Solitude
(uncommon)
Haven of Seeds
(uncommon)
Shared Transmutation
(uncommon)
Eve of Harvest
(common)
Magma Fountain
(common)
Fragment
(common)
Rumbling Strength
(common)
Sandstorm Herder
(common)
Marshmist Raider
(common)
Set Adrift
(common)
Watchfire Ward
(common)
Bog Wisp Augur
(common)
Syravon Watchspires
(common)
Glacier's Grip
(common)


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

