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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.
 R 
Creature – Human Nomad
Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3
 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.
 U 
Sorcery
Choose one or both —
• Return target creature card from your graveyard to your hand.
• Return target noncreature permanent card from your graveyard to your hand.
Buried under the dunes are treasures both material and immaterial.
 U 
Creature – Human Shaman
{1}{g}, {t}: Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.
2/2
 C 
Creature – Djinn Warlock
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
 C 
Creature – Human Warrior
Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
2/2
 C 
Land – Desert
{t}: Add {c} to your mana pool.
{r}, Sacrifice Windy Cavern: Target creature gains haste until end of turn.
 C 
Creature – Zombie Nomad
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
 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 – 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 
Creature – Human Nomad
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
 C 
Creature – Beast
Kicker {1}{g} (You may pay an additional {1}{g} 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
 C 
Creature – Giant Nomad
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
 C 
Creature – Dwarf Nomad Warrior
The Kuakhim defy the desert's scorching winds and blistering sands. Their tempers equally firey and their wills just as tough.
3/2
 C 
Creature – Nomad Cleric
Whenever you play a Plains, you may gain 1 life.
2/3
 T 
Token Creature – Zombie
2/2

Sandshaper Overseer (rare)
Dangers in the Dunes (uncommon)
Return from Ruins (uncommon)
Shaper of Sands (uncommon)
Fell Seer (common)
Dervish Duo (common)
Windy Cavern (common)
Tattered Caravan (common)
Sahal Glyphreader (common)
Dereliction Guard (common)
Camp Guard (common)
Stingshot Hystrix (common)
Towering Vagabond (common)
Relentless Wanderer (common)
Hapless Wanderer (common)
Zombie (token)