[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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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."
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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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, : Target creature gets -3/-0 until end of turn.
, : Target creature gets +3/+0 until end of turn. |
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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Create a 1/1 white Bird creature token with flying.
If you control a creature with the greatest power or tied for greatest power, create two of those tokens instead. Sunsparrows dance defiantly in the shadows of their larger kin.
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Vigilance (Attacking doesn't cause this creature to tap.)
3/4
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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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Trample
Snorting Spikebearer enters the battlefield with two +1/+1 counters on it. When Snorting Spikebearer dies, distribute its counters among up to that many target creatures. Every part of the beast is used.
2/3
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Flash
When Reptilian Broodmother enters the battlefield, target creature you control gains hexproof until end of turn. 1/3
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Enchant creature
Enchanted creature gets +2/+2 and has flying. ![]() , Exile Cloudwind Ascension from your graveyard: Draw a card. |
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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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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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. |
Flying (This creature can't be blocked except by creatures with flying or reach.)
2/4
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1/1
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All Hail
(rare)
Avaricious Skylord
(uncommon)
Shimmering Coil
(uncommon)
Horrid Proto-Thallid
(uncommon)
Primal Flock
(common)
Barkclaw Ursioc
(common)
Hideous Creeper
(common)
Snorting Spikebearer
(common)
Reptilian Broodmother
(common)
Cloudwind Ascension
(common)
Slickwing
(common)
Fire-Rage Warrior
(common)
Primal Fire
(common)
Dustwing Aquillix
(common)
Forest
(basic)
Soldier
(token)



,
: Target creature gets -3/-0 until end of turn.


