Dragon Gate: Virtual Booster

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Mechanics | Themes
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
 R 
Creature – Goblin Shaman
{1}{r}: Target creature must block Goblin Torchbearer this turn if able.

Conjoin 1 – {2} (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/2
 U 
Instant
Choose one of these--

- Charm of Fire and Ice deals 2 damage to any target.

- Draw a card.

- Target creature gains protection from blue and from red until end of turn.
 U 
Instant
Choose one of these--

- Create a 2/2 green Wolf creature token.

- Target player mills ten cards.

- Target creature gains protection from green and from blue until end of turn.
 U 
Creature – Unicorn
Escort (Creatures with escort must be blocked before creatures without escort.)

Conjoin 1 – {2} (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
3/3
 C 
Enchantment – Aura
Enchant creature

Enchanted creature has first strike.

Enchanted creature gets +1/+1 for each Aura named Same Strike enchanting it.
 C 
Creature – Nightstalker
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)

Shadowdancer can't block.
3/1
 C 
Creature – Kithkin Scout
Escort (Creatures with escort must be blocked before creatures without escort.)

Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
1/1
 C 
Creature – Dragon
Flying

[Breath {1}{b} — Each player mills 3 ()]
3/4
 C 
Creature – Wall Cleric
Clan Destiny — Whenever a Wall or Cleric creature enters under your control, gain 3 life.
0/4
 C 
Enchantment – Aura
Enchant creature

Enchanted creature gets +1/+1, gains haste, and can attack as though it didn't have defender.
 C 
Creature – Nightstalker Cleric
Clan Destiny — Whenever a Nightstalker or Cleric creature enters under your control, target player loses 1 life and you gain 1 life.
2/2
 C 
Creature – Elf Knight
Trample

Conjoin 2 – {3}{g} (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +2/+2. For each member conjoined this way beyond the first, it can block an additional creature.)
2/2
 C 
Creature – Merfolk Wizard
Flying

Conjoin 1 – {2} (Pay all Conjoin costs of two or more members: Those creatures become a single creature that has all characteristics of all members and gets +1/+1. For each member conjoined this way beyond the first, it can block an additional creature.)
2/1
 C 
Enchantment – Aura
Enchant creature

Enchanted creature has flying.

Enchanted creature gets +1/+1 for each Aura named Same Flight enchanting it.
Island
 
 B 
Basic Land – Island

Goblin Torchbearer (rare)
Charm of Fire and Ice (uncommon)
Charm of Body and Mind (uncommon)
Jeweled Unicorn (uncommon)
Same Strike (common)
Shadowdancer (common)
Kithkin Sundancer (common)
Argon Dragon (common)
Wall of Apothecary (common)
Mobile Home (common)
Bloodfeaster (common)
Elf Cavalry (common)
Merfolk Leaper (common)
Same Flight (common)
Island (basic)