[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 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. |
(A Chamber entering the battlefield becomes the current Chamber.)
When Darkroom enters the battlefield, target player exiles two cards from their hand and two cards from the top of their library. ![]() , Sacrifice Darkroom: You may cast a card exiled with Darkroom with mana value X without paying its mana cost. Activate only if Darkroom is the current chamber.
Traverse ![]() |
Choose one—
• Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. • Create a 5/5 blue Serpent creature token. Exile Rise from the Moat. |
If four or more creatures are attacking, you may pay
![]() rather than pay this spell's mana cost.
Arrow Volley Trap deals 5 damage divided as you choose among any number of target attacking creatures. |
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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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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. |
Destroy target land and create a Treasure token.
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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. |
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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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Choose one —
• Each opponent discards a card. • Create a 1/1 black Rat creature token with menace. |
Whenever equipped creature deals combat damage to a player, create a Treasure token.
Equip or sacrifice a Treasure"Bad lock can be opened by a plenty of keys. But one good key... Figures!"
–Bso the Innkeeper |
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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Savvy Mazemage can't be blocked.
When Savvy Mazemage enters the battlefield, return up to one target artifact to its owner's hand. Shifting walls are just the most simple trick in her repertoire.
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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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 |
Flying, vigilance
4/4
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Hidden Stinger Trap
(common, foil)
Darkroom
(rare)
Rise from the Moat
(uncommon)
Arrow Volley Trap
(uncommon)
Plundering Mwizi
(uncommon)
Arcane Depletion Trap
(common)
Daring Heist
(common)
Hidden Stinger Trap
(common)
Cache Cleaner
(common)
Scurrying in the Stonework
(common)
Universal Key
(common)
Wary Mazeguide
(common)
Savvy Mazemage
(common)
Cadaver Mold
(common)
Seep Through Walls
(common)
Angel
(token)

rather than pay Hidden Stinger Trap's mana cost.





