[Tribute] Raoim: Virtual Booster
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| 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.
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Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3
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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.
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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. |
Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
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. |
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
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Kicker
![]() (You may pay an additional ![]() as you cast this spell.)
Reach (This creature can block creatures with flying.) When Stingshot Hystrix enters the battlefield, if it was kicked, it deals 4 damage to target creature with flying. 2/4
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Flying
When Cactus Wren enters the battlefield, if you control a Desert, scry 2. 1/1
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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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When Sahal Glyphreader enters the battlefield, scry 2.
It is dangerous to enter deep into the ruins without a guide that can decipher the inscribed warnings.
2/3
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Put a +1/+1 counter on each of up to three target creatures. You gain 3 life.
The guards know their craft. There are more bones of raiders than merchants bleaching in the sun.
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When Fell Seer enters the battlefield, choose one —
• Each player on your team draws a card and loses 1 life. • Each opponent discards a card. "Villainous creature, grinning and scheming, serving a master even more wicked."
–Khamed, chief warden 2/3
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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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Desertwalk
2/1
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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Sandshaper Overseer
(rare)
Return from Ruins
(uncommon)
Explore the Ruins
(uncommon)
Trickster Djinn
(uncommon)
Windy Cavern
(common)
Swirling Sandstorm
(common)
Towering Vagabond
(common)
Stingshot Hystrix
(common)
Cactus Wren
(common)
Blaze Elemental
(common)
Sahal Glyphreader
(common)
Swords to the Bold
(common)
Fell Seer
(common)
Camp Guard
(common)
Sandswimmer
(common)
Nomad Scout
(token)





: Add
to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn.