[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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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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Lifelink
When Dusthill Lurker enters the battlefield, sacrifice a creature. If you do, create three 1/1 colorless Sand creature tokens. 3/1
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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 Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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Search your library for a basic land card or a Desert card and put that card onto the battlefield tapped.
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Flying
Whenever you play a Swamp, each opponent loses 1 life. 2/2
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Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
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: Add .
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn. |
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Whenever you play a Plains, you may gain 1 life.
2/3
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As an additional cost to cast Swirling Sandstorm, sacrifice a land.
Destroy target creature with flying. If the sacrificed land was a Desert, Swirling Sandstorm deals 2 damage to that creature's controller. |
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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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. |
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When Tattered Caravan dies, create a 2/2 black Zombie creature token.
Desiccated as they are, they still remain in formation, following one another.
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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Dhajanna, Sanzan Mistress
(rare)
Dusthill Lurker
(uncommon)
Explore the Ruins
(uncommon)
Trickster Djinn
(uncommon)
Scour the Dunes
(common)
Badland Skullbird
(common)
Towering Vagabond
(common)
Harsh Steppe
(common)
Hapless Wanderer
(common)
Swirling Sandstorm
(common)
Swords to the Bold
(common)
Oasis Mirage
(common)
Tattered Caravan
(common)
Relentless Wanderer
(common)
Camp Guard
(common)
Zombie
(token)





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