[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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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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[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. |
Lifelink
When Dusthill Lurker enters the battlefield, sacrifice a creature. If you do, create three 1/1 colorless Sand creature tokens. 3/1
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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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Put a +1/+1 counter on each of up to three target creatures. You gain 3 life.
The guards know their craft. There are more bones of raiders than merchants bleaching in the sun.
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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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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. |
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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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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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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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Scorching Sun deals 6 damage divided as you choose between target creature and its controller.
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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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: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
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. |
Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Dhajanna, Sanzan Mistress
(rare)
Return from Ruins
(uncommon)
Dangers in the Dunes
(uncommon)
Dusthill Lurker
(uncommon)
Buried by Sands
(common)
Swords to the Bold
(common)
Scour the Dunes
(common)
Open the Sarcophagus
(common)
Scarpid
(common)
Relentless Wanderer
(common)
Farguide's Hawk
(common)
Scorching Sun
(common)
Dereliction Guard
(common)
Windy Cavern
(common)
Oasis Mirage
(common)
Nomad Scout
(token)






: Add
to your mana pool.