[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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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. |
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 |
(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.) |
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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. |
Tormented Soul can’t block and can’t be blocked.
The corridors of the oldest, most twisted mazes are haunted by the Lost Ones, who arrived with hopes to carry away riches, but never found their way back out.
1/1
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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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Destroy target land and create a Treasure token.
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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 |
Some traps are of daunting complexity. But the simplest of defenses often prove to be more reliable.
4/6
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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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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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When Stonerazer Brute enters the battlefield, each opponent sacrifices a nonbasic land or a Chamber, then each player creates a Treasure token. Each player that sacrificed a permanent this turn creates an additional Treasure token.
Doors are useful if no ogre is available.
4/4
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![]() : 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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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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, Sacrifice this artifact: Add one mana of any color. |
Haven of Wounds
(rare)
Arrow Volley Trap
(uncommon)
Eternal Blade
(uncommon)
Bottomless Pit
(uncommon)
Launch Pad Trap
(common)
Tormented Soul
(common)
Wary Mazeguide
(common)
Daring Heist
(common)
Seep Through Walls
(common)
Iron Guadian
(common)
Alarm Griffin
(common)
Dwarven Trapper
(common)
Stonerazer Brute
(common)
Hallway Mud
(common)
Nurturing Spider
(common)
Treasure
(token)





rather than pay Launch Pad Trap's mana cost.

, Sacrifice this artifact: Add one mana of any color.