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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Until end of turn if noncombat damage would be dealt to creatures you control prevent that damage and put a +1/+1 counter on that creature instead. If damage to a snowcreature would be prevented this way put two +1/+1 counters on that creature instead.
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Fir-Bound Colossus can't attack or block unless you control a snow forest.
: Target snow land becomes indestructible until end of turn.A dryad can grow as large as its home.
7/7
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Exchange control of two target noncreature permanents until end of turn.
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Frigid Waters Shark's power can't become less than 3.
Frigid Waters Shark's toughness can't become less than 3. 3/3
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Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Remove a +1/+1 counter from Lacksadaisy Guard: Lacksadaisy Guard gains first strike until end of turn. 2/2
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Exile target attacking creature.
The reflection of light off of the glaciers is dangerous, worse than blinding.
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: Submerging Whale gains hexproof until end of turn.Whales have a natural defense in the icy depths of Ulaqat's oceans.
2/4
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Barren Patch enters the battlefield tapped.
: Add or .Though the Cold is ever-reaching beyond the Green Band, there are areas untouched by snow.
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Sacrifice Bloodmaw Bear: Target creature gains menace until end of turn.
Most peoples of Ulaqat consider bears the most terrifying creatures. That terror is often evoked in effigies made from bears' remains.
2/1
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Equipped creature gains hexproof from nonsnow.
Equip ![]() Graced in pure ice, one can wrap themself in the power of the Cold.
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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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Untap target creature with power 3 or less and gain control of it until end of turn. It gains haste.
Morbid- If a creature died this turn, that creature also gets +2/+0. |
Destroy target land. If a snow land was destroyed this way, creatures you control get +1/+0 until end of turn.
If the world will not accept warmth, then that warmth will burn the land to nothing.
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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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Blizzard Barrier
(rare)
Fir-Bound Colossus
(uncommon)
Raven's Deceit
(uncommon)
Frigid Waters Shark
(uncommon)
Lacksadaisy Guard
(common)
Radiant Glare
(common)
Submerging Whale
(common)
Barren Patch
(common)
Bloodmaw Bear
(common)
Cloak of Frost
(common)
Ghost in the Ice
(common)
Whelp's Rebellion
(common)
Defiance By Fire
(common)
Grand Caribou
(common)
Mountain
(basic)



: Target snow land becomes indestructible until end of turn.

: Add
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