Gaddgar: Virtual Booster
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| Mechanics | Skeleton | Fossil Supertype and Fossil Turns |
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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You can't lose the game and your opponents can't win the game during your own fossil turn.
Merraka's would not see her pack's empire destroyed as long as she held power.
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Creatures you control gain first strike until end of turn. Raptors you control get +X/+X until end of turn, where X is the number of raptors you control.
Strength and might grown when not confined to one individual.
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Deal 2 damage to all attacking creatures.
Be careful to watch your stamina in the jungles of Sudjem. Become too weary and you'll be easy prey for a dilophosaurus.
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You may cast No Future for
. If you do, skip your next non-fossil turn.
Destroy target creature. What lies ahead is stolen by the Ancient Archmages.
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Heritage- Scytheclaw has vigilance (As long a fossil creature sharing a creature type with Scytheclaw is in your graveyard Scytheclaw has heritage)
2/2
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Until end of turn whenever a fossil creature you control deals combat damage to a player, that player puts the top 3 cards of their library into their graveyard.
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When Paleontologist enters the battlefield return a fossil creature from your graveyard to your hand.
Gaddgar's past may be guarded, but hints of truth remain.
1/1
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Put a +1/+1 counter on target fossil creature. It gains indestructible until end of turn.
The Carnotaurus learned that ankylosaurs can be damn hard to kill.
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Deal 2 damage to target creature or player.
Impact ( : Exile Fossil Fuel from your graveyard during your non-fossil turn.) Add ![]() to your mana pool. |
Target fossil creature gains flying and gets +1/+1 for each fossil creature you control until end of turn.
It all started with a run.
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Alpha predators, gorgosaurs roam the Akkeri Valley, making meals of any fleshy creature they find.
6/4
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Enchant creature
Enchanted creature is indestructible during your opponent's turns. Everwatching and everready, once can only do as much as they can.
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Tap or untap target fossil creature. If a creature was untapped this way it gains flying until end of turn. If a creature was tapped this way it loses flying and can't gain flying until end of turn.
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(This land can only be played during and only exists during fossil turns.)
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Eternal Will
(rare)
Circling Pack
(uncommon)
Overbearing Heat
(uncommon)
No Future
(uncommon)
Scytheclaw
(common)
Bury the Past
(common)
Paleontologist
(common)
Bestial Determination
(common)
Fossil Fuel
(common)
First Flight
(common)
Gorgosaurus
(common)
Indomitable Vigor
(common)
Sudden Wind
(common)
Ancient Swamp
(common)
Swamp
(basic)





