[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. |
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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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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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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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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Pack Tactics deals damage equal to the total power of creatures you control to target creature or planeswalker.
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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. |
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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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Feral —
: Savage Ridgewolf gains first strike until end of turn. This ability costs less to activate if Savage Ridgewolf's power is the greatest power among creatures you control.4/1
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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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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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Enchant creature
Enchanted creature gets +3/+3. |
When Pyrophage Larva enters the battlefield, you may sacrifice it. When you do, it deals 2 damage to target creature or planeswalker.
When the lair is threatened individual larvae burst into boiling gore to deter nest robbers.
1/2
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1/1
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Taken for Granted
(rare)
Avaricious Skylord
(uncommon)
Primordial Tremble
(uncommon)
Horrid Proto-Thallid
(uncommon)
Snorting Spikebearer
(common)
Fire-Rage Warrior
(common)
Pack Tactics
(common)
Aspect of the Pack
(common)
Head Wound
(common)
Savage Ridgewolf
(common)
Slickwing
(common)
Amphin Runebearer
(common)
Primeriadian Adaptation
(common)
Pyrophage Larva
(common)
Plains
(basic)
Soldier
(token)






