[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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Vigilance (Attacking doesn't cause this creature to tap.)
![]() , Discard a creature card: Put two +1/+1 counters on target creature. It gains hexproof until end of turn.5/5
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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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Menace
Whenever one or more cards leave your graveyard, put a +1/+1 counter on Horrid Proto-Thallid. This ability triggers only once each turn. 1/1
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Pack Tactics deals damage equal to the total power of creatures you control to target creature or planeswalker.
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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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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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Feral —
: Hideous Creeper gains menace until end of turn. This ability costs 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
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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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Mill four cards.
Return a basic land card from your graveyard to the battlefield tapped. If you can't, draw a card. |
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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Draw a card, then draw an additional 2 cards if you control the creature with the highest power or tied for the highest power on the battlefield.
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Target creature gets +1/+0 and gains first strike and reach until end of turn.
Only the most daring hunter will get a chance to feast on terrorwing meat.
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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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Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1
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Armorskull Scalebeast
(rare)
Secretive Undorak
(uncommon)
Avaricious Skylord
(uncommon)
Horrid Proto-Thallid
(uncommon)
Pack Tactics
(common)
Ferocious Felidar
(common)
Coldblood Shaman
(common)
Hideous Creeper
(common)
Amphin Runebearer
(common)
Feed the Soil
(common)
Fire-Rage Warrior
(common)
Primal Knowledge
(common)
Leap of a Cliff
(common)
Spiked Shellmaw
(common)
Plains
(basic)
Bird
(token)





