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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.
Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3
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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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Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
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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. |
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
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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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Scorching Sun deals 6 damage divided as you choose between target creature and its controller.
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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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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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Whenever you play a Plains, you may gain 1 life.
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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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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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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2/2
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Sandshaper Overseer
(rare)
Live Mummification
(uncommon)
Parching Ray
(uncommon)
Explore the Ruins
(uncommon)
Scour the Dunes
(common)
Stingshot Hystrix
(common)
Scorching Sun
(common)
Fell Seer
(common)
Relentless Wanderer
(common)
Hapless Wanderer
(common)
Dereliction Guard
(common)
Blaze Elemental
(common)
Camp Guard
(common)
Dunebrood Ambush
(common)
Sahal Glyphreader
(common)
Zombie
(token)