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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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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When Herding Raptor attacks you may put a fossil creature from your hand with a converted mana cost of 2 or less onto the battlefield tapped and attacking.
2/3
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Stolen Marsh enters the battlefield tapped.
: Add or to your mana pool.
Exile Stolen Marsh: Stolen Marsh gains the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next fossil upkeep. Exile Stolen Marsh: Stolen Marsh loses the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next upkeep. |
Deathtouch
When Twin-Sting Witches dies, create 2 1/1 black scorpion tokens with deathtouch. Life may be frail, but that is life as a whole, from the mighty whale to the tiny aphid.
2/4
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Heritage- Sunclaw Aven has flying. (As long as a fossil creature of the same creature type is in your graveyard Sunclaw Aven has a heritage).
If the ancient raptors knew they'd learn to fly, would they let time move forward?
2/1
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Hatchling Protector gets +1/+1 as long as you control a fossil creature token.
Raptors are born knowing how to hunt. They learn how to protect.
1/1
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At the beginning of your upkeep you may have each opponent lose 2 life and you gain life equal to the amount of life lost this way. If you do, skip each of your main phases this turn.
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Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep.)
Creatures you control get +0/+1. |
Sacrifice a fossil creature: Comemancer gains indestructible until end of turn.
Bloated and foul, comemancers are always searching for new familiars.
3/3
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Search your library for a basic fossil land, reveal it, and add it to your hand.
Impact ![]() (![]() : Exile Discovery Trek from your graveyard during your non-fossil turn)- You may play an additional land this turn. |
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When Magmamind enters the battlefield return target fossil instant or fossil sorcery with a converted mana cost of 3 or less from your graveyard to your hand.
3/2
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(This land can only be played during and only exists during fossil turns.)
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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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Enchant fossil creature
Enchanted creature can't be blocked by creatures with a power of 2 or less. "All will shudder at my might, forever"
—Ezzarth |
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Bestial Determination
(common, foil)
Herding Raptor
(rare)
Stolen Marsh
(uncommon)
Twin-Sting Witches
(uncommon)
Sunclaw Aven
(uncommon)
Hatchling Protector
(common)
Time of Blood
(common)
Will to Live
(common)
Comemancer
(common)
Discovery Trek
(common)
Magmamind
(common)
Ancient Island
(common)
Sudden Wind
(common)
Apex Ascension
(common)
Island
(basic)



: Add
to your mana pool.

