[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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Flash
When Reptilian Broodmother enters the battlefield, target creature you control gains hexproof until end of turn. 1/3
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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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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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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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, : Target creature gets -3/-0 until end of turn.
, : Target creature gets +3/+0 until end of turn. |
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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When Stomping Brutaloth enters the battlefield, creatures can't block this turn.
![]() : Stomping Brutaloth gets +3/-3 until end of turn.2/5
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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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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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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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7/6
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Flying
, Sacrifice Hunting Arcaneopteryx: Destroy target enchantment.Primitive rites channel mana into hexes and wards. All are equally delicious to specialised predators.
1/1
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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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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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Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1
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Reptilian Broodmother
(common, foil)
All Hail
(rare)
Bloodtooth Alpha
(uncommon)
Horrid Proto-Thallid
(uncommon)
Shimmering Coil
(uncommon)
Leap of a Cliff
(common)
Stomping Brutaloth
(common)
Slickwing
(common)
Spiked Shellmaw
(common)
Superior Game
(common)
Primordial Wurm
(common)
Hunting Arcaneopteryx
(common)
Insidious Gharial
(common)
Head Wound
(common)
Swamp
(basic)
Bird
(token)



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

