[Tribute] Raoim: Virtual Booster
| [Tribute] Raoim: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Released Booster | Creative | Cycles | Mechanical Themes | Stats | 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.
|
Flying
Whenever you cast a spell, scry 1. Then draw a card if it was the third spell you cast this turn. 3/3
|
Choose one or both —
• Return target creature card from your graveyard to your hand. • Return target noncreature permanent card from your graveyard to your hand. Buried under the dunes are treasures both material and immaterial.
|
Destroy up to two target creatures that attacked last turn. They can't be regenerated. For each creature that died this way, put a 2/2 black Zombie token into the battlefield.
|
Kicker
![]() (You may pay an additional ![]() as you cast this spell.)
Create two 2/2 white Nomad Scout creature tokens with vigilance. If Explore the Ruins was kicked, create three of those tokens instead. |
|
Whenever you play a Plains, you may gain 1 life.
2/3
|
Desertwalk
2/1
|
As an additional cost to cast Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm deals 2 damage to that creature's controller. |
Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance until end of turn. |
|
Flying
When Dereliction Guard enters the battlefield, mill three cards. Then if there's a Desert card in your graveyard, put a +1/+1 counter on Dereliction Guard. 1/1
|
When Tattered Caravan dies, create a 2/2 black Zombie creature token.
Desiccated as they are, they still remain in formation, following one another.
2/2
|
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
|
Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
|
|
The Kuakhim defy the desert's scorching winds and blistering sands. Their tempers equally firey and their wills just as tough.
3/2
|
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
|
Enchant land
Enchanted land is an island. When enchanted land is tapped, its controller puts the top card of his or her library into his or her graveyard. |
2/2
|
Dhajanna, Sanzan Mistress
(rare)
Return from Ruins
(uncommon)
Live Mummification
(uncommon)
Explore the Ruins
(uncommon)
Hapless Wanderer
(common)
Sandswimmer
(common)
Swirling Sandstorm
(common)
Dunebrood Ambush
(common)
Dereliction Guard
(common)
Tattered Caravan
(common)
Camp Guard
(common)
Dervish Duo
(common)
Relentless Wanderer
(common)
Buried by Sands
(common)
Oasis Mirage
(common)
Zombie
(token)





