The Fading Aurora: Virtual Booster

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Mechanics | Skeleton
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.
 M 
Planeswalker – Venser
At the beginning of your end step, lose life equal to the number of loyalty counters on Venser, the Drifting Spark unless you control a Planar Anchor.
+1 Create a Planar Anchor artifact token with “{t}, Sacrifice Planar Anchor: Return target non-land permanent to its owner’s hand”.
+2 Untap all non-land permanents you control.
-8 Exile all permanents target player controls, then return them to play at the beginning of the next upkeep.
4
 U 
Land – Node
Aspect–Light (When this enters the battlefield, if you played it from your hand, choose Aspect–Light or Aspect–Dark. All permanents with that ability transform.)

Tapering Vents enters the battlefield tapped.

{1}, {t}: Add one mana of any color.
Tapered Hearth
 
 U 
Land – Node
Aspect–Dark (At the beginning of your end step, all permanents with Aspect–Light transform.)

{t}: Add {b} or {r}.

{4}, {t}: Return Tapered Hearth to its owner’s hand.
 U 
Land – Node
Aspect–Light (When this enters the battlefield, if you played it from your hand, choose Aspect–Light or Aspect–Dark. All permanents with that ability transform.)

Weakening Grove enters the battlefield tapped.

{1}, {t}: Add {w}, {b}, or {g}.
Weakened Bosk
 
 U 
Land – Node
Aspect–Dark (At the beginning of your end step, all permanents with Aspect–Light transform.)

{t}: Add {b} or {g}

{2}, {t}, Sacrifice Weakened Bosk: Search your library for a node or a basic land card, reveal it, and put it into your hand. Then shuffle your library.
 U 
Land – Node
Aspect–Light (When this enters the battlefield, if you played it from your hand, choose Aspect–Light or Aspect–Dark. All permanents with that ability transform.)

Draining Marsh enters the battlefield tapped.

{t}: Add {u} or {b}.
Drained Ring
 
 U 
Land – Node
Aspect–Dark (At the beginning of your end step, all permanents with Aspect–Light transform.)

{t}: Add {u} or {b}.

{4}, {t}: Return Drained Ring to its owner’s hand.
 C 
Creature – Merfolk Advisor
{t}: Gain 1 life.
0/4
 C 
Artifact – Equipment
Equip—{1}

Equipped creature has flying.

If equipped creature has Aspect–Light or Aspect–Dark, when it attacks you may transform it.
 C 
Creature – Merfolk Soldier
Aspect–Light (When this enters the battlefield, if you played it from your hand, choose Aspect–Light or Aspect–Dark. All permanents with that ability transform.)
2/5
Floodpath Intimidator
 
 C 
Creature – Merfolk Wizard Rogue
Aspect–Dark (At the beginning of your end step, all permanents with Aspect–Light transform.)

When Floodpath Intimidator attacks, target creature an opponent controls gets -2/-0 until end of turn.
2/3
 C 
Creature – Faerie Scout
Aspect–Light (When this enters the battlefield, if you played it from your hand, choose Aspect–Light or Aspect–Dark. All permanents with that ability transform.)

Flying
2/2
Tilladrie-Clique Lurker
 
 C 
Creature – Faerie Rogue
Aspect–Dark (At the beginning of your end step, all permanents with Aspect–Light transform.)

Flying

If you control a swamp, Tilladrie-Clique Lurker has menace.
1/1
 C 
Sorcery
Destroy up to one target artifact or enchantment.

Add two mana in any combination of colors to your mana pool. Spend this mana only to cast Creature spells.
{r}
 
 C 
Sorcery
Target creature can’t block this turn. If you control an artifact, up to one additional target creature can’t block this turn.
 C 
Sorcery
Target player discards 2 cards. Then, that player loses 2 life for each land card discarded this way.
 C 
Creature – Elemental Warrior
You may tap an untapped artifact you control instead of paying Weldspark’s mana cost.
1/1
 C 
Instant
Transform all permanents with Aspect-Dark, then investigate (Create a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.").
 C 
Creature – Elemental Shaman
Whenever a token enters the battlefield under your control, Flamekin Hearthtender gets +0/+2 and flying until end of turn.
3/1
Swamp
 
 B 
Basic Land – Swamp

Venser, the Drifting Spark (mythic)
Tapering Vents (uncommon)
Weakening Grove (uncommon)
Draining Marsh (uncommon)
Brightshallows Potion Trader (common)
Edgerider’s Sail (common)
Cistern Sentry (common)
Tilladrie–Clique Scout (common)
Tremorous Approach (common)
Rattle (common)
Evellor’s Verdict (common)
Weldspark (common)
Edge Reconnoissance (common)
Flamekin Hearthtender (common)
Swamp (basic)