[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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Enchant creature
Gain control of enchanted creature. Enchanted creature has vigilance, trample, flying and gets +4/+4. |
Sacrifice another creature: Bloodtooth Alpha gets +2/+2 until end of turn.
Whenever a creature with power 4 or greater dies, you gain 2 life. 2/2
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Tap up to X target creatures, where X is the highest power on the battlefield.
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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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Mill four cards.
Return a basic land card from your graveyard to the battlefield tapped. If you can't, 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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Target creature gets -2/-2 until end of turn.
If you control a creature with the greatest power or tied for greatest power, that creature gets -4/-4 until end of turn instead. |
Vigilance (Attacking doesn't cause this creature to tap.)
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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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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Flying (This creature can't be blocked except by creatures with flying or reach.)
2/4
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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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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. |
Pack Tactics deals damage equal to the total power of creatures you control to target creature or planeswalker.
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1/1
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Taken for Granted
(rare)
Bloodtooth Alpha
(uncommon)
Primordial Tremble
(uncommon)
Avaricious Skylord
(uncommon)
Feed the Soil
(common)
Slickwing
(common)
Primal Hate
(common)
Barkclaw Ursioc
(common)
Amphin Tidemage
(common)
Territorial Rodent
(common)
Dustwing Aquillix
(common)
Superior Game
(common)
Primal Fire
(common)
Pack Tactics
(common)
Mountain
(basic)
Soldier
(token)





