[Tribute] Raoim: Virtual Booster

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Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler
Printable
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.
 C 
Sorcery
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
 
 R 
Creature – Ogre Warrior
Kicker {1}{b} and/or {1}{g}
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
 U 
Sorcery
Kicker {1}{w} (You may pay an additional {1}{w} 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.
 U 
Creature – Drake
Flying
{2}{c}: Ruinroost Drake gains indestructible and hexproof until end of turn.
3/2
 U 
Enchantment – Saga
[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.
 C 
Sorcery
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.
{3}{g}
 
 C 
Creature – Scorpion Beast
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
 C 
Creature – Lizard Wizard
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
 C 
Creature – Pangolin Beast
When Ranging Pangolin enters the battlefield, you may discard a card. If you do, draw a card.
2/4
 C 
Creature – Giant Nomad
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
 C 
Creature – Djinn Warrior
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
 C 
Sorcery
Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
 C 
Creature – Bird Scout
Flying, lifelink
When Farguide's Hawk enters the battlefield, create a 2/2 white Nomad Scout creature token with vigilance.
1/1
 C 
Sorcery
Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
 C 
Land – Desert
{t}: Add {c}.
{w}, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn.
 T 
Creature – Nomad Scout
Vigilance (Attacking doesn't cause this creature to tap.)
2/2

Scour the Dunes (common, foil)
Bellowing Deathraider (rare)
Explore the Ruins (uncommon)
Ruinroost Drake (uncommon)
Dangers in the Dunes (uncommon)
Swords to the Bold (common)
Scarpid (common)
Sahal Glyphreader (common)
Ranging Pangolin (common)
Towering Vagabond (common)
Dereliction Guard (common)
Scour the Dunes (common)
Farguide's Hawk (common)
Buried by Sands (common)
Harsh Steppe (common)
Nomad Scout (token)