[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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Flash (You may cast this spell any time you could cast an instant.)
Reach, protection from artifacts Bloodthirst 2 (If an opponent was dealt damage this turn, this creature enters the battlefield with two +1/+1 counters on it.) Daganoth, the City of Slain Heroes, snaps sieges in half with hammering arrows.
2/5
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Tap up to two target creatures.
![]() ![]() : Put Daydreaming from your graveyard onto the battlefield transformed. Activate this ability only any time you could cast a sorcery.Living Daylights gets +1/+1 for each tapped creature on the battlefield.
At the beginning of your upkeep, if there are no tapped creatures on the battlefield, return Living Daylights to its owner's hand. 1/1
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Defender
When Blessed Barricade dies, you may exile two Wall cards from your graveyard. If you do, create a 4/4 white Angel creature token with flying and vigilance. "It's not load-bearing wall, but you don't want to mess with it anyway."
-Inkid, maze guide 0/4
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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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(A Chamber entering the battlefield becomes the current Chamber.)
When Bottomless Pit enters the battlefield, exile target creature. At the beginning of each player's end step, if Bottomless Pit is the current Chamber, they mill a card. Traverse – Exile three cards from your graveyard. (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.) |
Tap up to two target creatures. Your opponents can't traverse until your next turn.
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If a creature you control has been blocked by two or more creatures this combat, you may pay
rather than pay Hidden Stinger Trap's mana cost.
Target creature gains deathtouch and indestructible until end of turn. |
Some traps are of daunting complexity. But the simplest of defenses often prove to be more reliable.
4/6
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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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If an opponent had a non-Aura enchantment enter the battlefield this turn, you may pay
rather than pay this spell's mana cost.
Destroy target enchantment. If the current Chamber is white, destroy up to two target enchantments instead. |
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. |
Destroy target land and create a Treasure token.
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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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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 |
![]() : 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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4/4
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Gulhyu's Arbalesters
(uncommon, foil)
Daydreaming
(rare)
Blessed Barricade
(uncommon)
Plundering Mwizi
(uncommon)
Bottomless Pit
(uncommon)
Shut the Gate
(common)
Hidden Stinger Trap
(common)
Iron Guadian
(common)
Keeper of the Pewter Bell
(common)
Arcane Depletion Trap
(common)
Launch Pad Trap
(common)
Daring Heist
(common)
Cache Cleaner
(common)
Seep Through Walls
(common)
Hallway Mud
(common)
Beast
(token)



Creature – Elemental

