[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.
![]() , : Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.2/2
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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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Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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Flying
![]() : Ruinroost Drake gains indestructible and hexproof until end of turn.3/2
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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. |
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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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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Whenever you play a Plains, you may gain 1 life.
2/3
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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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Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance 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. |
When Ranging Pangolin enters the battlefield, you may discard a card. If you do, draw a card.
2/4
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Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
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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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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2/2
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Shaper of Sands
(uncommon, foil)
Dhajanna, Sanzan Mistress
(rare)
Trickster Djinn
(uncommon)
Ruinroost Drake
(uncommon)
Explore the Ruins
(uncommon)
Dereliction Guard
(common)
Stingshot Hystrix
(common)
Hapless Wanderer
(common)
Fell Seer
(common)
Dunebrood Ambush
(common)
Oasis Mirage
(common)
Ranging Pangolin
(common)
Dervish Duo
(common)
Relentless Wanderer
(common)
Camp Guard
(common)
Zombie
(token)


: Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.

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