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Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler
Printable
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.
 R 
Enchantment
At the beginning of your upkeep, put X 1/1 white soldier tokens onto the battlefield, where X is equal to the greatest power among creatures you control.
"With great leadership, our numbers will prevail."
 U 
Creature – Human Shaman
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
 U 
Creature – Crocodile Beast
{1}{b}, Sacrifice a creature: Draw a card.
The first wisdom the Favored Beast brought the brackwater tribe was the terrible price of its teachings.
3/4
 U 
Sorcery
Tap up to X target creatures, where X is the highest power on the battlefield.
 C 
Creature – Elemental Beast
When Magmaridge Bellowbeast enters the battlefield, target creature gains menace and gets +X/+0 until end of turn, where X is the number of creature cards you own in exile and in your graveyard.
The first ever appearance of a bellowbeast inspired the surviving tribes men to pray and make sacrifice to the Mountain God Teklu, so he wouldn't punish them again.
2/4
 C 
Creature – Lizard Beast
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
4/2
 C 
Creature – Lizard
Flash
Flying
3/2
 C 
Creature – Turtle Beast
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
 C 
Sorcery
Choose one —
• This spell deals damage equal to twice the number of creatures with flying you control to target creature or planeswalker.
• Create two 1/1 white Bird creature tokens with flying.
 C 
Creature – Bird Lizard
Flying
{w}, Sacrifice Hunting Arcaneopteryx: Destroy target enchantment.
Primitive rites channel mana into hexes and wards. All are equally delicious to specialised predators.
1/1
 C 
Creature – Crocodile
Feral{u}: Insidious Gharial gains hexproof until end of turn. This ability costs {u} less to activate if Insidious Gharial's power is the greatest power among creatures you control.
Amphin domestication attempts left the wilds haunted by a new more intelligent hunter.
3/2
 C 
Creature – Turtle Beast
When Stomping Brutaloth enters the battlefield, creatures can't block this turn.
{2}{b}: Stomping Brutaloth gets +3/-3 until end of turn.
2/5
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +3/+3.
 C 
Creature – Slug
Feral{b}: Hideous Creeper gains menace until end of turn. This ability costs {b} less to activate if Hideous Creeper's power is the greatest power among creatures you control.
Seldom there is a warning not to get close to the cavern slugs despite their danger. If you don’t turn around from the smell or at the first glance of it, what are the chances you would heed a warning?
4/4
 
 B 
Basic Land – Island
 T 
Token Creature – Soldier
1/1

All Hail (rare)
Heartfeaster (uncommon)
Brackwater Gorger (uncommon)
Primordial Tremble (uncommon)
Magmaridge Bellowbeast (common)
Bloodhorn Rhimadon (common)
Excitable Pteranodon (common)
Spiked Shellmaw (common)
Beaks and Pinions (common)
Hunting Arcaneopteryx (common)
Insidious Gharial (common)
Stomping Brutaloth (common)
Primeriadian Adaptation (common)
Hideous Creeper (common)
Island (basic)
Soldier (token)