[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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Defender
At the beginning of your upkeep, you may exile two Wall cards from your graveyard. If you do, you gain 7 life. ![]() ![]() : Haven of Wounds gets +7/+0 until end of turn.Zartih's sanctum is a place of reprieve, but also a grim prison.
0/7
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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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Defender, vigilance
As long as Alcove Guardian is equipped or enchanted, it may attack as though it didn't have defender. As long as Alcove Guardian is both equipped and enchanted, it gets +1/+1 and has lifelink. Setheos reasoned that returning the magic sword to the grip of the statue would move it, so it no longer blocked the secret passage. In a way, he was correct.
3/4
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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 |
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If a creature with flying is attacking you, you may pay
rather than pay Launch Pad Trap's mana cost.
Target creature gets +2/+2 and gains flying until end of turn. |
Tap up to two target creatures. Your opponents can't traverse until your next turn.
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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 |
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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(A Chamber entering the battlefield becomes the current Chamber.)
When Baloth Lair enters the battlefield, create a 4/4 green Beast creature token. Whenever a creature with power 4 or greater enters the battlefield under a player's control, if Baloth Lair is the current chamber, that player gains 4 life. Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.)"Quickly, let's hide behind this snoring rock!"
—Snurgag the Unlucky |
Choose one —
• Each opponent discards a card. • Create a 1/1 black Rat creature token with menace. |
Target creature can't block this turn. Its controller can't play Chamber cards until your next turn.
"A deal?"
–Tabitha Barrentine |
When Cache Cleaner dies, create a Treasure token.
Grabbing gems is the easy part of a maze raid. The hard part is getting out with your prize.
2/1
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![]() : Earthbound Imp gets +2/-2 until end of turn."I swear if another one of those mites of hell dismantles one of my revenants again, I'll have to unsummon the whole lot of them."
-Kaanwalt, Vadalin necro-illusionist 1/3
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: Add one mana of any color. Spend this mana only to cast Chamber spells.
: Add ![]() . Spend this mana only to pay traverse costs.1/3
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Equipped creature gets +1/+1 and can't be blocked by Walls.
Equip ![]() If they didn't want us to be here and take their stuff, they'd put in sturdier doors.
—Bornco the Rude |
5/5
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Haven of Wounds
(rare)
Plundering Mwizi
(uncommon)
Alcove Guardian
(uncommon)
Eternal Blade
(uncommon)
Launch Pad Trap
(common)
Shut the Gate
(common)
Seep Through Walls
(common)
Noose Cutter
(common)
Baloth Lair
(common)
Scurrying in the Stonework
(common)
Threaten the Builders
(common)
Cache Cleaner
(common)
Earthbound Imp
(common)
Rootmaze Keeper
(common)
Break Iron
(common)
Serpent
(token)



rather than pay Launch Pad Trap's mana cost.


: Add one mana of any color. Spend this mana only to cast Chamber spells.
