[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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Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
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Flying
![]() : Ruinroost Drake gains indestructible and hexproof until end of turn.3/2
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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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Flash (You may cast this spell any time you could cast an instant.)
When Misleading Mirage enters the battlefield, exile up to one target attacking creature until Misleading Mirage leaves the the battlefield. |
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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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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: Add .
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn. |
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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. |
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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Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
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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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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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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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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Dhajanna, Sanzan Mistress
(rare)
Parching Ray
(uncommon)
Ruinroost Drake
(uncommon)
Trickster Djinn
(uncommon)
Misleading Mirage
(common)
Camp Guard
(common)
Relentless Wanderer
(common)
Harsh Steppe
(common)
Oasis Mirage
(common)
Dereliction Guard
(common)
Dervish Duo
(common)
Tattered Caravan
(common)
Scarpid
(common)
Fell Seer
(common)
Scour the Dunes
(common)
Nomad Scout
(token)




: Ruinroost Drake gains indestructible and hexproof until end of turn.
: Add 