[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 |
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 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.) |
Whenever Hookhand Ambusher blocks or becomes blocked, tap all creatures that were blocking or blocked by it. Those creatures don't untap during their controller's next untap step.
"What's thicker – labyrinth's walls or minotaur's confidence that said labyrinth was made for him?"
- Ngasama riddle 3/4
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(A Chamber entering the battlefield becomes the current Chamber.)
When Arcane Crossway enters the battlefield, draw a card. At the beginning of each player's end step, if Arcane Crossway is the current Chamber, that player may discard a card. If they do, they draw a card. Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.) |
When Plundering Barbarian enters the battlefield, choose one —
• Destroy target artifact. • Create a Treasure token. Barbarians usually just take the first shiny trinket they can find and take off with it, so the real damage they cause comes from the things they break to get at it.
2/2
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Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with one +1/+1 counters on it.)
When Cadaver Mold dies, if it had a counter on it, create a Treasure token. Those who fail to leave the Blood Garden during their lifetime, become part of its intricate ecosystem.
3/2
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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 |
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Flying
Whenever a creature attacks you or a permanent you control, untap up to one target creature. Even if you avoid the talons of the Griffin, you know the screeches put you on the dinner plan for something else.
2/2
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Draw two cards.
A loose brick might reveal more than shoddy craftsmanship.
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(A Chamber entering the battlefield becomes the current Chamber.)
When Scribe's Archive enters the battlefield, draw two cards. At the beginning of each player's end step, if Scribe's Archive is the current Chamber, that player may scry 1. Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.) |
Choose one —
• Each opponent discards a card. • Create a 1/1 black Rat creature token with menace. |
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Whenever Shrewd Pathfinder deals combat damage to an opponent, choose one —
• Draw a card, then discard a card. • You may move from current Chamber to another. Patience and preparation will keep you alive in the vaults, but eventually you will have to press on.
2/1
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If an opponent had two or more Treasure tokens enter the battlefield this turn, you may pay
![]() rather than pay this spell's mana cost.
Destroy target artifact. If the current Chamber is green, destroy two target artifacts instead. Steady... Steaaaaaady...
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(A Chamber entering the battlefield becomes the current Chamber.)
When Confounding Staircase enters the battlefield or a player moves from or to it, target player mills two card. Traverse (Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.) |
4/4
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Karmic Sun Trap
(rare)
Plundering Mwizi
(uncommon)
Holding Cells
(uncommon)
Hookhand Ambusher
(uncommon)
Arcane Crossway
(common)
Plundering Barbarian
(common)
Cadaver Mold
(common)
Break Iron
(common)
Alarm Griffin
(common)
Hidden Stash
(common)
Scribe's Archive
(common)
Scurrying in the Stonework
(common)
Shrewd Pathfinder
(common)
Weighted Trap
(common)
Confounding Staircase
(common)
Beast
(token)




