[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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As an additional cost to cast Knowledge of Asharta pay
![]() unless you reveal any number of cards from your hand with a total of five or more blue mana symbols in their mana costs.
Draw five cards. Each opponent exiles the top five cards of their library. |
Tap up to X target creatures, where X is the highest power on the battlefield.
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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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The creatures with the highest power and second highest power fight each other.
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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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Enchant creature
Enchanted creature gets +2/+3. When you control no other creature than enchanted creature, sacrifice Aspect of the Pack. |
Feral —
: Insidious Gharial gains hexproof until end of turn. This ability costs less to activate if Insidious Gharial's power is the greatest power among creatures you control.Amphin domestication attempts left the wilds haunted by a new more intelligent hunter.
3/2
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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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Mill four cards.
Return a basic land card from your graveyard to the battlefield tapped. If you can't, draw a card. |
Flash
Flying 3/2
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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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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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Protection from Lizards
1/2
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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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1/1
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Knowledge of Asharta
(rare)
Primordial Tremble
(uncommon)
Horrid Proto-Thallid
(uncommon)
Clash of the Titans
(uncommon)
Leap of a Cliff
(common)
Aspect of the Pack
(common)
Insidious Gharial
(common)
Snorting Spikebearer
(common)
Feed the Soil
(common)
Excitable Pteranodon
(common)
Superior Game
(common)
Head Wound
(common)
Raptor Hunter
(common)
Coldblood Shaman
(common)
Swamp
(basic)
Soldier
(token)





