[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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Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
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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.
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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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Flying
Whenever you play a Swamp, each opponent loses 1 life. 2/2
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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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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.)
Return target creature card from your graveyard to your hand. If Open the Sarcophagus was kicked, return two target creature cards from your graveyard to your hand instead. |
Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance until end of turn. |
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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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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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Bellowing Deathraider
(rare)
Parching Ray
(uncommon)
Live Mummification
(uncommon)
Return from Ruins
(uncommon)
Badland Skullbird
(common)
Dereliction Guard
(common)
Swirling Sandstorm
(common)
Towering Vagabond
(common)
Open the Sarcophagus
(common)
Blaze Elemental
(common)
Farguide's Hawk
(common)
Camp Guard
(common)
Dunebrood Ambush
(common)
Sahal Glyphreader
(common)
Scarpid
(common)
Nomad Scout
(token)



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