[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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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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Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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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. |
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.)
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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Flying
Whenever you play a Swamp, each opponent loses 1 life. 2/2
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: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
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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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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
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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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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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. |
2/2
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Bellowing Deathraider
(rare)
Trickster Djinn
(uncommon)
Explore the Ruins
(uncommon)
Parching Ray
(uncommon)
Stingshot Hystrix
(common)
Hapless Wanderer
(common)
Badland Skullbird
(common)
Windy Cavern
(common)
Swords to the Bold
(common)
Blaze Elemental
(common)
Towering Vagabond
(common)
Scarpid
(common)
Relentless Wanderer
(common)
Camp Guard
(common)
Oasis Mirage
(common)
Zombie
(token)



and/or


: Add
to your mana pool.
