[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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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.)
Create two 2/2 white Nomad Scout creature tokens with vigilance. If Explore the Ruins was kicked, create three of those tokens instead. |
: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
Flying (This creature can't be blocked except by creatures with flying or reach.)
When Knowledgable Sanzan enters the battlefield, draw a card. 2/2
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Create two 1/1 colorless Sand creature tokens.
Creatures you control gain haste and vigilance until end of turn. |
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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Target creature gets -2/-2 until end of turn. If that creature dies this turn, exile its controllers graveyard.
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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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Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
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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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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. |
Desertwalk
2/1
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Whenever you play a Plains, you may gain 1 life.
2/3
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Vigilance (Attacking doesn't cause this creature to tap.)
2/2
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Bellowing Deathraider
(rare)
Trickster Djinn
(uncommon)
Parching Ray
(uncommon)
Explore the Ruins
(uncommon)
Windy Cavern
(common)
Knowledgable Sanzan
(common)
Dunebrood Ambush
(common)
Relentless Wanderer
(common)
Buried by Sands
(common)
Farguide's Hawk
(common)
Towering Vagabond
(common)
Fell Seer
(common)
Oasis Mirage
(common)
Sandswimmer
(common)
Hapless Wanderer
(common)
Nomad Scout
(token)



and/or


: Add
to your mana pool.
