[Tribute] Raoim: Virtual Booster

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Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler
Printable
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.
 R 
Legendary Creature – Djinn Wizard
Flying
Whenever you cast a spell, scry 1. Then draw a card if it was the third spell you cast this turn.
3/3
 U 
Creature – Drake
Flying
{2}{c}: Ruinroost Drake gains indestructible and hexproof until end of turn.
3/2
 U 
Sorcery
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.
 U 
Sorcery
Kicker {1}{w} (You may pay an additional {1}{w} 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.
 C 
Land – Desert
{t}: Add {c}.
{w}, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn.
 C 
Creature – Human Nomad
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
 C 
Creature – Lizard Wizard
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
 C 
Sorcery
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.
 C 
Creature – Djinn Warrior
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
 C 
Creature – Djinn Warlock
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
 C 
Creature – Nomad Cleric
Whenever you play a Plains, you may gain 1 life.
2/3
 C 
Sorcery
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
 C 
Creature – Zombie Bird
Flying
Whenever you play a Swamp, each opponent loses 1 life.
2/2
 C 
Creature – Elemental
Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn.
4/1
 C 
Creature – Giant Nomad
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
 T 
Creature – Nomad Scout
Vigilance (Attacking doesn't cause this creature to tap.)
2/2

Dhajanna, Sanzan Mistress (rare)
Ruinroost Drake (uncommon)
Live Mummification (uncommon)
Explore the Ruins (uncommon)
Harsh Steppe (common)
Camp Guard (common)
Sahal Glyphreader (common)
Swirling Sandstorm (common)
Dereliction Guard (common)
Fell Seer (common)
Hapless Wanderer (common)
Scour the Dunes (common)
Badland Skullbird (common)
Blaze Elemental (common)
Towering Vagabond (common)
Nomad Scout (token)