[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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Kicker
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When Bellowing Deathraider enters the battlefield, return a creature card from your hand onto the battlefield for each time it was kicked. Whenever Bellowing Deathraider attacks, you may put a creature card with mana value 3 or less from your hand onto the battlefield tapped and attacking. 2/4
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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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Lifelink
When Dusthill Lurker enters the battlefield, sacrifice a creature. If you do, create three 1/1 colorless Sand creature tokens. 3/1
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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. |
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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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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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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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Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
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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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Scorching Sun deals 6 damage divided as you choose between target creature and its controller.
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: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
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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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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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. |
2/2
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Bellowing Deathraider
(rare)
Return from Ruins
(uncommon)
Dusthill Lurker
(uncommon)
Explore the Ruins
(uncommon)
Camp Guard
(common)
Sahal Glyphreader
(common)
Fell Seer
(common)
Scour the Dunes
(common)
Dereliction Guard
(common)
Scorching Sun
(common)
Windy Cavern
(common)
Swords to the Bold
(common)
Blaze Elemental
(common)
Relentless Wanderer
(common)
Swirling Sandstorm
(common)
Zombie
(token)



and/or


: Add
to your mana pool.
