[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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Flying
Whenever you cast a spell, scry 1. Then draw a card if it was the third spell you cast this turn. 3/3
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[I] Create two 1/1 colorless Sand creature tokens.
[II] Put two +1/+1 counters on target creature you control. [III] Target creature you control deals damage equal to its power to target creature an opponent controls. |
Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
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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. |
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Its carapace shimmers like gold in the desert sun, its sapphire-blue eyes suggest a more valuable treasure: Water.
2/4
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Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
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Flying, lifelink
When Farguide's Hawk enters the battlefield, create a 2/2 white Nomad Scout creature token with vigilance. 1/1
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The Kuakhim defy the desert's scorching winds and blistering sands. Their tempers equally firey and their wills just as tough.
3/2
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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. |
Scorching Sun deals 6 damage divided as you choose between target creature and its controller.
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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
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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance until end of turn. |
Whenever you play a Plains, you may gain 1 life.
2/3
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2/2
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Dhajanna, Sanzan Mistress
(rare)
Dangers in the Dunes
(uncommon)
Trickster Djinn
(uncommon)
Parching Ray
(uncommon)
Oasis Mirage
(common)
Scarpid
(common)
Buried by Sands
(common)
Farguide's Hawk
(common)
Relentless Wanderer
(common)
Swirling Sandstorm
(common)
Scorching Sun
(common)
Dereliction Guard
(common)
Blaze Elemental
(common)
Dunebrood Ambush
(common)
Hapless Wanderer
(common)
Zombie
(token)






