[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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Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
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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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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. |
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
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Desertwalk
2/1
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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. |
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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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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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 Cactus Wren enters the battlefield, if you control a Desert, scry 2. 1/1
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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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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Dervish Duo
(common, foil)
Bellowing Deathraider
(rare)
Parching Ray
(uncommon)
Live Mummification
(uncommon)
Explore the Ruins
(uncommon)
Buried by Sands
(common)
Sandswimmer
(common)
Blaze Elemental
(common)
Camp Guard
(common)
Dunebrood Ambush
(common)
Stingshot Hystrix
(common)
Relentless Wanderer
(common)
Oasis Mirage
(common)
Cactus Wren
(common)
Swords to the Bold
(common)
Nomad Scout
(token)




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