Dragon Gate: Virtual Booster
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| Mechanics | Themes |
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.
You could alternatively have 15 random cards regardless of rarity.
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Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Uniformity (This creature gets +1/+1 for each other creature you control with the same name.) 1/1
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Flying, trample, haste, first strike, deathtouch, protection from black
If New Spirit of the Night would be put into a graveyard from anywhere, reveal New Spirit of the Night and shuffle it into its owner's library instead. 7/7
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Choose one of these--
- Charm of War and Peace deals damage to target player equal to the number of cards in their hand. - You gain 1 life for each card in your hand. - Target creature gains protection from red and from white until end of turn. |
Choose one of these--
- You gain 3 life. - Return target creature card from your graveyard to your hand. - Target creature gains protection from white and from black until end of turn. |
Escort (Creatures with escort must be blocked before creatures without escort.)
Conjoin 1 – (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
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Enchant creature
Enchanted creature gets +1/+1, gains haste, and can attack as though it didn't have defender. |
Clan Destiny — Whenever a Wall or Cleric creature enters under your control, gain 3 life.
0/4
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Choose one or more —
• Destroy target artifact. • Destroy target land. • Destroy target Wall. |
Counter target spell unless its controller pays
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Defy — If was spent to cast Bubble of Defiance, it deals 2 damage to that spell's controller. |
Flying
[Breath ![]() — Draw a card, then discard a card ()]3/3
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Enchant creature
Enchanted creature has menace. Enchanted creature gets +1/+1 for each Aura named Same Menace enchanting it. |
Clan Destiny — Whenever a Elf or Druid creature enters under your control, produce
.1/1
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Create two 2/2 colorless Sliver creature tokens.
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Clan Destiny — Whenever a Nightstalker or Cleric creature enters under your control, target player loses 1 life and you gain 1 life.
2/2
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Vodalian Swimmer
(common, foil)
New Spirit of the Night
(mythic)
Charm of War and Peace
(uncommon)
Charm of Light and Shadow
(uncommon)
Jeweled Unicorn
(uncommon)
Mobile Home
(common)
Wall of Apothecary
(common)
Timed Detonation
(common)
Bubble of Defiance
(common)
Oxygen Dragon
(common)
Same Menace
(common)
Elf Producer
(common)
Couple of Slivers
(common)
Bloodfeaster
(common)
Plains
(basic)





(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.)
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