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 Create a {b} 1/1 Horseman agent clone.

-7 Climax — Creatures you control undergo +2/+0 and gain trample until end of turn.
4
 U 
Agent
Conversion (Whenever this deals damage, you gain that much pop.)

{2}{b}{r}, {t}: ~ deals 2 damage to target damageable. (Damageables are agents, paragons, players, and scenes.)
2/3
 U 
Scene – Azau
+1 Until end of turn, creatures you control with [speed] undergo +1/+0 until end of turn.

-6 Climax — Until end of turn, your attacking creatures undergo +1/+0 and gain [speed] until end of turn.
3
 C 
Event – Psyche
Target opponent discards two cards.
 C 
Agent
When ~ enters the field, you may search your stockpile for a card named ~ and draw it. Then shuffle.
2/2
 C 
Agent
When ~ enters the field, tuck up to one one card from your hand. If you do, draw two cards.
2/1
 C 
Fast Event – Entropy
Each player discards a card, then draws a card.
 C 
Agent
2/1
 B 
Basic Land – Stronghold
({t}: Generate {b}.)

Protest (common, foil)
Ascension of Khan (rare)
Card85780 (uncommon)
Golden Tents of the Horde (uncommon)
Incarceration (uncommon)
Heroma Gladius (common)
Card85771 (common)
Card85776 (common)
Crevasse (common)
Card85811 (common)
Card85770 (common)
Protest (common)
Henchman (common)
Break (common)
Fortress (basic)