[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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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
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Sandshaper Overseer gets +1/+1 for each Desert you control.
3/3
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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.
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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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Flying
When Trickster Djinn attacks, you may switch target creature's power and toughness until end of turn. 2/3
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: Add .
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn. |
Flying
When Cactus Wren enters the battlefield, if you control a Desert, scry 2. 1/1
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Kicker
![]() (You may pay an additional ![]() 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
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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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Sunhome – Camp Guard gets +1/+1 as long as you control a Desert.
1/2
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Whenever you play a Plains, you may gain 1 life.
2/3
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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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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
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When Ranging Pangolin enters the battlefield, you may discard a card. If you do, draw a card.
2/4
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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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2/2
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Scarpid
(common, foil)
Sandshaper Overseer
(rare)
Live Mummification
(uncommon)
Return from Ruins
(uncommon)
Trickster Djinn
(uncommon)
Harsh Steppe
(common)
Cactus Wren
(common)
Stingshot Hystrix
(common)
Buried by Sands
(common)
Camp Guard
(common)
Hapless Wanderer
(common)
Relentless Wanderer
(common)
Scarpid
(common)
Ranging Pangolin
(common)
Sahal Glyphreader
(common)
Zombie
(token)




: Add
.
, Sacrifice Harsh Steppe: Target attacking creature gains first strike until end of turn.