[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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Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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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. |
Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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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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Whenever you play a Plains, you may gain 1 life.
2/3
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Scorching Sun deals 6 damage divided as you choose between target creature and its controller.
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: Add .
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn. |
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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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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
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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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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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Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
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2/2
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Dhajanna, Sanzan Mistress
(rare)
Trickster Djinn
(uncommon)
Explore the Ruins
(uncommon)
Parching Ray
(uncommon)
Blaze Elemental
(common)
Stingshot Hystrix
(common)
Hapless Wanderer
(common)
Scorching Sun
(common)
Harsh Steppe
(common)
Scarpid
(common)
Camp Guard
(common)
Tattered Caravan
(common)
Sahal Glyphreader
(common)
Dereliction Guard
(common)
Buried by Sands
(common)
Zombie
(token)






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