[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. |
![]() , : Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.2/2
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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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Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
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: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
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.)
Lifelink If Blessed Outriders was kicked, it enters the battlefield with a +1/+1 counter on it. 2/2
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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. |
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
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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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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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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. |
Whenever you play a Plains, you may gain 1 life.
2/3
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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Dhajanna, Sanzan Mistress
(rare)
Dangers in the Dunes
(uncommon)
Shaper of Sands
(uncommon)
Return from Ruins
(uncommon)
Dervish Duo
(common)
Windy Cavern
(common)
Blaze Elemental
(common)
Blessed Outriders
(common)
Scorching Sun
(common)
Harsh Steppe
(common)
Scour the Dunes
(common)
Fell Seer
(common)
Dereliction Guard
(common)
Oasis Mirage
(common)
Hapless Wanderer
(common)
Nomad Scout
(token)




: Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.
to your mana pool.

