[Tribute] Raoim: Virtual Booster
| [Tribute] Raoim: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
|
Kicker
![]() and/or ![]()
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
|
Parching Ray deals damage to target creature or planeswalker equal to 2 plus the number of Deserts you control.
|
Destroy up to two target creatures that attacked last turn. They can't be regenerated. For each creature that died this way, put a 2/2 black Zombie token into the battlefield.
|
|
Lifelink
When Dusthill Lurker enters the battlefield, sacrifice a creature. If you do, create three 1/1 colorless Sand creature tokens. 3/1
|
Flying
When Cactus Wren enters the battlefield, if you control a Desert, scry 2. 1/1
|
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
|
Sunhome – Towering Vagabond gets +1/+1 as long as you control a Desert.
4/4
|
|
Flying, lifelink
When Farguide's Hawk enters the battlefield, create a 2/2 white Nomad Scout creature token with vigilance. 1/1
|
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.
|
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
|
Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
|
|
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
|
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. |
: Add to your mana pool.
, Sacrifice Windy Cavern: Target creature gains haste until end of turn. |
2/2
|
Camp Guard
(common, foil)
Bellowing Deathraider
(rare)
Parching Ray
(uncommon)
Live Mummification
(uncommon)
Dusthill Lurker
(uncommon)
Cactus Wren
(common)
Fell Seer
(common)
Towering Vagabond
(common)
Farguide's Hawk
(common)
Swords to the Bold
(common)
Sahal Glyphreader
(common)
Blaze Elemental
(common)
Scarpid
(common)
Swirling Sandstorm
(common)
Windy Cavern
(common)
Zombie
(token)



and/or


: Add
to your mana pool.