[Tribute] Nurbrak: Virtual Booster
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
: Add .
: Put two Treasure tokens into play. Keep of Kantin deals 3 damage to you. Reaping the benefits of the Moltenflumes comes with its own cost.
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Exile up to one target artifact you control and up to one target artifact card from your graveyard.
Put one of the exiled cards onto the battlefield and the other card into your hand. Thermal pumps that have to endure the heat of the Moltenflumes need regular replacement.
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: Add . Spend this mana only to cast spells with cataclysm. When you spend this mana in this way, return that spell card to its owner's hand as it resolves if it caused a cataclysm.
: Until end of turn, artifacts you control are lands in addition to their other types and vice-versa. Connecting city to factory to mineral vein via the Moltenflumes.
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Flying, lifelink
When Sky Barge enters the battlefield, create a 2/2 Citizen creature token that is all colors. Crew 2 Affluent citizens don't travel the same unstable ground routes as the Moltenflume workforce.
4/4
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: Add . Wellspring Grove deals 1 damage to you.
When Wellspring Grove is put into a graveyard from anywhere, put a vigilance counter on target creature you control. |
When Wellspring Hammer enters the battlefield, put two +1/+1 counters on target creature you control.
Equipped creature gets +2/+2. Equip Even without touching its handle, you can feel it radiating power.
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When Mine Raider enters the battlefield or dies, create a 1/1 red Goblin creature token.
The bounties of the mines are so plentiful, they attract large raiding parties, that nevertheless are only able to carry away a pittance.
1/2
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Flying
When Maintenance Drone enters the battlefield, draw a card. Then discard a card unless you control another artifact. 2/2
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: Grove Guardian gains first strike until end of turn. Activate only during your turn.
Wellspring willows grow in small groups, protected by fearsome beasts energized by their invigorating emanations.
4/3
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Highland Hellion has flying as long as you control a Island or there is a Island card in your graveyard.
From the cliffs they protect, it looks like they could fly when they jump into the ocean below.
5/4
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When Citadel Scribe enters the battlefield, you gain 1 life and draw a card.
3/2
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Burning point 1 (If a source would deal exactly 1 damage to this creature, that source deals that damage to its controller instead.)
, : Blastwave Engineer deals 1 damage to any target. "Time to show 'em a friendly Yeemien welcome."
1/3
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Flying (This creature can't be blocked except by creatures with flying or reach.)
Reflood white (Whenever another white creature or a Plains you control leaves the battlefield, put a +1/+1 counter on this creature.) 3/3
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Badland Skelesaur has lifelink as long as you control a Plains or there is a Plains card in your graveyard.
2/5
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: Flintblade Fencer gets +1/-1 until end of turn.
1/2
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(This creature is all colors.)
2/2
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Keep of Kantin
(rare)
Routine Maintenance
(uncommon)
Igneous Circuit
(uncommon)
Sky Barge
(uncommon)
Wellspring Grove
(common)
Wellspring Hammer
(common)
Mine Raider
(common)
Maintenance Drone
(common)
Grove Guardian
(common)
Highland Hellion
(common)
Citadel Scribe
(common)
Blastwave Engineer
(common)
Radiant Roc
(common)
Badland Skelesaur
(common)
Flintblade Fencer
(common)
Citizen
(token)