[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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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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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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The creatures with the highest power and second highest power fight each other.
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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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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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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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Whenever you cast a noncreature spell, each opponent loses 1 life and you gain 1 life.
The sea-dwellers feast on game of the sea and game of the land.
3/4
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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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Menace (This creature can't be blocked except by two or more creatures.)
3/4
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Defender
As long as Amphin Runebearer is enchanted, it can attack as though it didn't have defender. Only once the full pattern is engraved will the champion join the sacred hunt for surface-dwellers.
3/5
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Choose one —
• This spell deals damage equal to twice the number of creatures with flying you control to target creature or planeswalker. • Create two 1/1 white Bird creature tokens with flying. |
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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1/1
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Hideous Creeper
(common, foil)
Taken for Granted
(rare)
Bloodtooth Alpha
(uncommon)
Clash of the Titans
(uncommon)
Horrid Proto-Thallid
(uncommon)
Fire-Rage Warrior
(common)
Barkclaw Ursioc
(common)
Amphin Tidemage
(common)
Amphin Maneater
(common)
Coldblood Shaman
(common)
Ichorscale Pangox
(common)
Amphin Runebearer
(common)
Beaks and Pinions
(common)
Spiked Shellmaw
(common)
Forest
(basic)
Soldier
(token)






