Branches of Skavjando: Virtual Booster

Branches of Skavjando: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | References | Skeleton
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
 C 
Instant
Destroy target creature with a power of 4 or greater. If the creature destroyed this way was attacking, Carve a White Rune (Create a white Rune enchantment token with "{w}, Sacrifice this enchantment: Target creature gets +1/+1 and gains vigilance until end of turn.").
 
 R 
Creature – Demon
Flying
At the beginning of each player's upkeep, that player loses 3 life, sacrifices a creature, and discards a card.
Your hopelessness is the only reality, the only truth.
6/6
 U 
Sorcery
Creatures you control get +2/+2 and gain trample until end of turn.
Voyage- As this spell resolves, you may exile it and a creature. When you do, that creature gains "Each opponent creates two 3/3 green beast tokens: Return this creature from exile and cast a copy of without voyage."
 U 
Creature – Elf Wizard
When Nature's Cleanser enters the battlefield destroy all enchantments with a converted mana cost of two or less.
Some elven tribes forbid runic magic.
3/3
 U 
Sorcery
Target creature you control fights target creature you don't control.
Voyage-As this spell resolves, you may exile it and a creature. When you do, the exiled creature gains "{1}{g}{g}: Return this creature from exile and cast a copy of Call to Brawl without voyage."
 C 
Instant
Deal 3 damage to any target. If a target dealt damage this way would be put into a graveyard this turn, exile it instead.
That stranger, his fire purged the soul until there was nothing left.
 C 
Artifact – Equipment
Equipped creature has vigilance and "{1},{t}: Untap target creature you control."
Equip {1}
"Raise your body and raise your spear. There's a wolf in the village." -Harkuma, Village Watchman
 C 
Creature – Human Warrior
Purify {2}{w} ({2}{w}, Exile this card from your graveyard: Create a 1/1 white spirit token with flying. Purify only as a sorcery.)
When you purify Mentoring Viking, target creature gets +1/+1 and gains lifelink until end of turn.
2/1
 C 
Creature – Wolf
Whenever a creature enters the battlefield under your control, Stalking Howler gets +1/+1 until end of turn.
The wolves know when the prey is fresh and too young to run or hide.
2/1
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gains flying and "abilities of creatures you control in exile cost {1} less to activate."
 C 
Enchantment
Exile three creatures from your graveyard, sacrifice Mark for Consumption: Draw a card and gain 1 life.
When the end battle comes, not all will ascend Jubya's roots to war.
 C 
Creature – Ogre Shaman
When you purify Inner Flame Acolyte, target creature gets +2/+0 until end of turn.
Purify {2}{r} ({2}{r}, Exile this card from your graveyard: Create a 1/1 red spirit token with menace. Purify only as a sorcery.)
Even in death, they burn brightly.
4/2
 C 
Creature – Human Wizard
Whenever Mizre Bay Strategist becomes blocked, you may pay {3}{u}. If you do, return Mizre Bay Strategist and any creatures blocking Mizre Bay Strategist to their owner's hands.
The rocks will smash both our ships. We're counting on it.
2/1
 C 
Creature – Giant Wizard
At the beginning of each endstep, if you have ten life or less, Carve a Black Rune (Create a black Rune enchantment token with "{b}, Sacrifice this enchantment: Target creature gets -1/-1 until the end of the turn.).
5/5
Plains
 
 B 
Basic Land – Plains

Glorious Glaive Gash (common, foil)
Despair Demon (rare)
Furious Hunt (uncommon)
Nature's Cleanser (uncommon)
Call to Brawl (uncommon)
Wicked Flames (common)
Horn of Alarm (common)
Mentoring Viking (common)
Stalking Howler (common)
Become the Messenger (common)
Mark for Consumption (common)
Inner Flame Acolyte (common)
Mizre Bay Strategist (common)
End Carver (common)
Plains (basic)