[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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, : Target creature gets -3/-0 until end of turn.
, : Target creature gets +3/+0 until end of turn. |
Target creature you control deals damage equal to its power to target creature an opponent controls.
Another target creature you control deals damage equal to its power to another target creature an opponent controls. |
The creatures with the highest power and second highest power fight each other.
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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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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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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. |
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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Feral —
: Savage Ridgewolf gains first strike until end of turn. This ability costs less to activate if Savage Ridgewolf's power is the greatest power among creatures you control.4/1
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Trample
5/7
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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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Target creature gains deathtouch until end of turn. If its power is 4 or greater, it also gains indestructible until end of turn.
You don't prey on a Bloodtooth, you present it with a temporary diversion.
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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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Flying (This creature can't be blocked except by creatures with flying or reach.)
2/4
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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)
Shimmering Coil
(uncommon)
Teeth and Claws
(uncommon)
Clash of the Titans
(uncommon)
Primal Knowledge
(common)
Amphin Tidemage
(common)
Primal Fire
(common)
Spiked Shellmaw
(common)
Savage Ridgewolf
(common)
Lumbering Thornmaw
(common)
Head Wound
(common)
Superior Game
(common)
Pack Tactics
(common)
Dustwing Aquillix
(common)
Island
(basic)
Bird
(token)



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