[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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Whenever another creature card leaves your graveyard, you may pay
![]() . If you do, return Rotten Larva to the battlefield tapped.Many echin brood hills are corrupted by necromantic miasmas from the Urak. Their larval stock will hunger forever, but never grow beyond the feeding stage.
1/1
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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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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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Creatures you control and haven’t controlled since the beginning of your most recent turn get +2/+2.
3/2
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Enchant creature
Enchanted creature gets +2/+3. When you control no other creature than enchanted creature, sacrifice Aspect of the Pack. |
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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Destroy target creature without flying.
You cannot grow beyond the hunger of the tar. The greater you become the more your weight pulls you to your doom.
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Protection from Lizards
1/2
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Vigilance (Attacking doesn't cause this creature to tap.)
3/4
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When Pyrophage Larva enters the battlefield, you may sacrifice it. When you do, it deals 2 damage to target creature or planeswalker.
When the lair is threatened individual larvae burst into boiling gore to deter nest robbers.
1/2
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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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Mill four cards.
Return a basic land card from your graveyard to the battlefield tapped. If you can't, draw a card. |
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Whenever you cast a noncreature spell, each opponent loses 1 life and you gain 1 life.
The sea-dwellers feast on game of the sea and game of the land.
3/4
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When Amphin Tidemage enters the battlefield, choose one —
• Tap target creature an opponent controls. It doesn’t untap during its controller’s next untap step. • Tap up to two target creatures with power 2 or less your opponents control. 3/2
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1/1
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Rotten Larva
(rare)
Horrid Proto-Thallid
(uncommon)
Heartfeaster
(uncommon)
Secretive Undorak
(uncommon)
Aspect of the Pack
(common)
Spiked Shellmaw
(common)
Stuck in Tar
(common)
Raptor Hunter
(common)
Barkclaw Ursioc
(common)
Pyrophage Larva
(common)
Hideous Creeper
(common)
Feed the Soil
(common)
Amphin Maneater
(common)
Amphin Tidemage
(common)
Forest
(basic)
Soldier
(token)




