[Tribute] Ngasama: Virtual Booster
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| Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Alternate Visual Spoiler |
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.
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If an opponent tapped all the lands they control for mana this turn, you may pay
![]() rather than pay this spell's mana cost.
Tap target creature. You gain life equal to its power and it deals damage equal to its toughness to its controller. That creature doesn't untap during its controller's next untap step. "That'll teach you to be so arrogant. Or at least so loud."
-Halniriel, cloistered solmancer |
(A Chamber entering the battlefield becomes the current Chamber.)
When Holding Cells enters the battlefield, exile target creature until Holding Cells leaves the battlefield. When you do, exile target creature until Holding Cells is no longer the current room. Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.) |
Enchant creature
Enchanted creature gets +2/+2 and has vigilance and can't be blocked by tokens. When enchanted creature dies, exile up to one target tapped creature. "I battle the fiends and wicked mages of this benighted world with swords of starlight and daggers of silent wind."
-Tetpam, the Wakeful Warder |
Whenever you cast a spell during an opponent’s turn, each opponent loses 1 life, you gain 1 life.
3/1
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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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Protection from Traps
As long as it's your turn, Noose Cutter has first strike. It pays to have a seasoned tunnel runner who recognizes snares and tripwires taking point on your exploration.
2/1
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Target creature can't be blocked this turn. You may move from current Chamber to another.
"Spatial thinking is a second most valuable trait after survival instinct."
—Annyt, flamekin adventurer |
Target creature can't block this turn. Its controller can't play Chamber cards until your next turn.
"A deal?"
–Tabitha Barrentine |
![]() : Hallway Mud gets +X/+X until end of turn, where X is the current Chamber's mana value. Activate only once each turn.2/2
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Some traps are of daunting complexity. But the simplest of defenses often prove to be more reliable.
4/6
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Whenever a creature enters the battlefield, you may remove Wary Mazeguide from combat if it's attacking or blocking.
2/2
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Draw two cards.
A loose brick might reveal more than shoddy craftsmanship.
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Flash (You may cast this spell any time you could cast an instant.)
Spells with flash you cast cost less to cast."You can't ambush us. We're ambushing YOU!"
2/3
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Destroy target land and create a Treasure token.
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Flash
Reach When Nurturing Spider enters the battlefield, put a +1/+1 counter on target creature. In the unique artificial ecosystem of the mazes cause its inhabitants to develop unusual symbiotic relationships.
1/2
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Flying, lifelink, deathtouch
4/4
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Karmic Sun Trap
(rare)
Holding Cells
(uncommon)
Eternal Blade
(uncommon)
Plundering Mwizi
(uncommon)
Dwarven Trapper
(common)
Noose Cutter
(common)
Seep Through Walls
(common)
Threaten the Builders
(common)
Hallway Mud
(common)
Iron Guadian
(common)
Wary Mazeguide
(common)
Hidden Stash
(common)
Keeper of the Pewter Bell
(common)
Daring Heist
(common)
Nurturing Spider
(common)
Avatar
(token)




