Erfh: Through the Ages: Virtual Booster

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Mechanics | Gameplay | Victory conditions | Set Information | Evergreen | Drafting Archetypes
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 
Scene
+1 Draw a card.

-7 Climax — Deploy a card from your hand without paying its power cost.
3
 U 
Agent
Technophile (Undergoes +1/+1 for each mod attached to it.)

When ~ enters the field, you may search your stockpile for a mod card, reveal it, and draw it. Then shuffle.
2/3
 U 
Scene – Oceania
+2 The next non-agent project you deploy this turn cost 1 less power to deploy.

-9 Climax — Your agents undergo +1/+1 for each non-agent permanent you control until end of turn.
3
 C 
Agent
When ~ enters the field, tuck up to one one card from your hand. If you do, draw two cards.
2/1
{u}
 
 C 
Fast Event – Program
Opt 3. (Look at the top three cards of your stockpile, then put any number of them on top of your stockpile in any order and tuck the rest.)
 C 
Fast Event – Entropy
Each player discards a card, then draws a card.
 C 
Agent
2/1
 C 
Agenda Mod – Craftsmanship Phase
Appoint agent

Appointee undergoes +2/+2.

When ~ enters the field, generate {2}.
 C 
Agent
When ~ dies, create two {w} 1/1 agent clones.
2/2
 C 
Agent
When ~ enters the field, you may search your stockpile for a card named ~ and draw it. Then shuffle.
2/2
 B 
Basic Land – Frontier
({t}: Generate {c}.)

Falling Apple (rare)
Card85886 (uncommon)
Incarceration (uncommon)
Concert Hall (uncommon)
Card85811 (common)
Options (common)
Card85770 (common)
Henchman (common)
Break (common)
Card85888 (common)
Card85884 (common)
Heroma Gladius (common)
Kill (common)
Card85776 (common)
Borderlands (basic)