Ulaqat: Virtual Booster
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| Mechanics | Skeleton | Ulaqat Map | Cards that actually have a flavor reference |
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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Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Remove a +1/+1 counter from Doublechuck: Doublechuck gains doublestrike until end of turn. 3/3
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Draw four cards, then discard three cards unless you discard a snow card.
Every year many travel to the Green Band during the winter. Packing and moving becomes routine.
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Deathtouch
Absolute Cold must be blocked by each non-snow creature if possible unless that creature's controller pays for each non-snow creature they control.1/1
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Whenever you cast a snow spell add
.Yukanaq may be a myth, so far north in the Ice and Cold that few could imagine anyone living there.
1/2
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Return target creature to its owner's hand.
Avalanche- If you cast another snow spell this turn, you may return target nonland permanent to its owner's hand instead. |
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Defender
Thawing- Whenever you cast a nonsnow spell for the first time each turn, Ghost in the Ice loses defender and gains menace until end of turn. 3/5
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Morbid- When Zombies in the Snow enters the battlefield, if a creature died this turn, scry 2.
Occasionally necromancers take up residence in The Great Flat Desert, their servants having no complaints about the inhospitality.
2/1
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Gain 3 life. Then, if you have the most life create a 1/1 white Warrior token.
The stretch untouched by Winter is celebration for many who travel.
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Tap target creature. That creature's controller puts the top 2 cards of their library into their graveyard.
Stoneglare was suddenly too tired to hunt with his pack.
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Add
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Avalanche- If you cast another snow spell this turn add ![]() ![]() ![]() instead. |
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Grand Caribou has trample as long as you control at least three other creatures.
Wandering out in the wilds, caribou will fiercely protect their herds.
3/2
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Thawing- Whenever you cast a nonsnow spell for the first time each turn, target creature gains haste until end of turn.
She revels and rallies at the first thaw.
1/1
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Permafrost Grave enters the battlefield tapped.
: Add or .The Cold shudders even rot and decay. Flora and fauna alike remain in icy tombs.
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Equipped creature gets +1/+1 whenever blocking or being blocked by a snow creature.
Equip ![]() Trekking the White Wastes can be treacherous when one isn't properly equipped.
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Doublechuck
(rare)
Migratory Preparations
(uncommon)
Absolute Cold
(uncommon)
Yukanaq Hermit
(uncommon)
Barren Wealth
(common)
Ghost in the Ice
(common)
Zombies in the Snow
(common)
Green Band's Bounty
(common)
Sudden Sleep
(common)
Harness the Cold
(common)
Grand Caribou
(common)
Unfrozen Rager
(common)
Permafrost Grave
(common)
Snowshoes
(common)
Plains
(basic)



for each non-snow creature they control.
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: Add 