[Tribute] Raoim: Virtual Booster
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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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Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3
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![]() , : Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.2/2
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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. |
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.
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Haste
When Blaze Elemental enters the battlefield, it gains flying until end of turn. 4/1
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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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: Add .
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn. |
Sunhome – Dervish Duo gets +1/+1 as long as you control a Desert.
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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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
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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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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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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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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2/2
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Sandshaper Overseer
(rare)
Shaper of Sands
(uncommon)
Explore the Ruins
(uncommon)
Return from Ruins
(uncommon)
Blaze Elemental
(common)
Swords to the Bold
(common)
Harsh Steppe
(common)
Dervish Duo
(common)
Dunebrood Ambush
(common)
Relentless Wanderer
(common)
Sahal Glyphreader
(common)
Farguide's Hawk
(common)
Fell Seer
(common)
Camp Guard
(common)
Scour the Dunes
(common)
Zombie
(token)



: Target Desert land becomes a 3/3 colorless Sand creature. It's still a land.

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