Verdia: Virtual Booster
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.
Whenever a source you don't control deals damage to you, you may untap up to that many lands.
2/4
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, : Add one mana of any color to your mana pool.
, Sacrifice Haven of Reflection: Draw two cards. |
, Sacrifice Branchbark Channeler: Target creature gets +X/+X until end of turn, where X is the amount of in your mana pool.
2/2
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: Add to your mana pool.
Whenever you attack with three or more creatures, you may pay . If you do, put a colorless 2/2 Yeti creature token into play tapped and attacking. |
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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Enchant creature
Enchanted creature gets -4/-4 as long as it is tapped. |
Boulderpelt Ogre attacks each turn if able.
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.) 2/2
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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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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. |
Enchant land.
Enchanted land has '', : Tap target creature'' |
Up to two target creatures lose flying and get +1/+1 until end of turn.
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: You may put a land card from your hand into play.
1/1
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Flash, dowse (You may play this spell any time you could play an instant. Each land you control that you return to its owner's hand while playing this spell reduces its cost by .)
Flying 3/2
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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.) |
Flying
Whenever you play a land, Brightwing Cleric gains vigilance until end of turn. 3/2
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Inon Rae, King of Althera
(rare)
Haven of Reflection
(uncommon)
Branchbark Channeler
(uncommon)
Peak of Frosthorn
(uncommon)
Murkdrinker Imp
(common)
Frailty
(common)
Boulderpelt Ogre
(common)
Moonfeather Gull
(common)
Torchgeyser
(common)
Tower of Law
(common)
Grappling Vines
(common)
Wildwood Seer
(common)
Guiding Sylph
(common)
Syravon Watchspires
(common)
Brightwing Cleric
(common)