[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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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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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. |
(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 |
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
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 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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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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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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Create two 1/1 black Rat creature tokens with menace and two Treasure tokens.
The vermin were for the longest time the only company of the concealed hoard – forgotten by its owner, undetected by plunderers.
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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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When Alcove Stalker enters the battlefield, you may reveal a Wall card from your hand. If you reveal a Wall card this way or control a Wall, Alcove Stalker gains haste until end of turn.
The Horned Halls have plenty of decorative pillars, recessed statues, and dark niches to hide small and not-so-small ambushers.
4/3
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Tap up to two target creatures. Your opponents can't traverse until your next turn.
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5/5
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Haven of Wounds
(rare)
Plundering Mwizi
(uncommon)
Alcove Guardian
(uncommon)
Blessed Barricade
(uncommon)
Launch Pad Trap
(common)
Baloth Lair
(common)
Seep Through Walls
(common)
Alarm Griffin
(common)
Cache Cleaner
(common)
Cadaver Mold
(common)
Nurturing Spider
(common)
Behind Lost Doors
(common)
Weighted Trap
(common)
Alcove Stalker
(common)
Shut the Gate
(common)
Serpent
(token)



rather than pay Launch Pad Trap's mana cost.

(Any player may pay the traverse cost of two Chambers to move from one to the other. Traverse as a sorcery.)