[Tribute] Primeriad: Virtual Booster
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| Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Flying
When Infernal Hellkite enters the battlefield, sacrifice two nonland permanents. The peaks of Zher Vul are home to those that breath smoke and bleed fire.
7/7
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Creatures you control and haven’t controlled since the beginning of your most recent turn get +2/+2.
3/2
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Flash
Flying Other creatures with flying you control get +1/+1. Nothing rises beyond the flock leaders thunderclaws if it rises on its own wings — at least not for long.
2/3
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Whenever Heartfeaster scavenges, exile the top two cards of your library, then put a card exiled this way into your graveyard. You may cast the remaining card this turn.
2/1
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Mill four cards.
Return a basic land card from your graveyard to the battlefield tapped. If you can't, draw a card. |
When Spiked Shellmaw enters the battlefield, you gain 3 life. Then if you control a creature with a +1/+1 counter on it, draw a card.
3/4
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When Fire-Rage Warrior enters the battlefield, target creature gets +2/+0 and gains haste until end of turn.
2/2
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Feral —
: Ferocious Felidar gains lifelink until end of turn. This ability costs less to activate if Ferocious Felidar's power is the greatest power among creatures you control.2/2
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Head Wound deals 3 damage to target player. Then that player loses an additional 3 life unless they discard a card.
How many problems could there possibly be that don't fall over after a big enough stone to the head?
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Defender
As long as Amphin Runebearer is enchanted, it can attack as though it didn't have defender. Only once the full pattern is engraved will the champion join the sacred hunt for surface-dwellers.
3/5
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Flying
Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) “I never noticed before the resemblance of those small coastal predators to the terrors that hunt mammoths far inland.”
—Mmoya, eye witch 1/1
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Deathtouch
When Coldblood Shaman enters the battlefield, you may search your library for a Crocodile, Lizard, Turtle and/or Snake card, reveal it, put it into your hand, then shuffle. 3/1
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Flying
, Sacrifice Hunting Arcaneopteryx: Destroy target enchantment.Primitive rites channel mana into hexes and wards. All are equally delicious to specialised predators.
1/1
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Primal Fire deals 2 damage to target creature or player.
If you control the creature with the greatest or tied for the greatest power, Primal Fire deals 3 damage to target creature or player and this damage cannot be prevented instead. |
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Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1
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Infernal Hellkite
(mythic)
Secretive Undorak
(uncommon)
Avaricious Skylord
(uncommon)
Heartfeaster
(uncommon)
Feed the Soil
(common)
Spiked Shellmaw
(common)
Fire-Rage Warrior
(common)
Ferocious Felidar
(common)
Head Wound
(common)
Amphin Runebearer
(common)
Slickwing
(common)
Coldblood Shaman
(common)
Hunting Arcaneopteryx
(common)
Primal Fire
(common)
Forest
(basic)
Bird
(token)





