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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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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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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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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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Add
to your mana pool, where X is the highest power on the battlefield. |
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The creatures with the highest power and second highest power fight each other.
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Flying
Whenever Flitterscale Swarmer attacks, if you control another creature named Flitterscale Swarmer, Flitterscale Swarmer gets +1/+1. 1/1
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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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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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Vigilance (Attacking doesn't cause this creature to tap.)
3/4
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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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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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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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Flash
Territorial Rodent enters the battlefield with a +1/+1 counter on it, if you control three or more Forests. 1/1
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1/1
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Hideous Creeper
(common, foil)
All Hail
(rare)
Horrid Proto-Thallid
(uncommon)
Primordial Surge
(uncommon)
Clash of the Titans
(uncommon)
Flitterscale Swarmer
(common)
Leap of a Cliff
(common)
Hideous Creeper
(common)
Barkclaw Ursioc
(common)
Fire-Rage Warrior
(common)
Superior Game
(common)
Pack Tactics
(common)
Amphin Tidemage
(common)
Territorial Rodent
(common)
Island
(basic)
Soldier
(token)




to your mana pool, where X is the highest power on the battlefield.