Branches of Skavjando: Virtual Booster
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| Mechanics | References | Skeleton |
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.
You could alternatively have 15 random cards regardless of rarity.
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Deal 3 damage to each creature.
Realm- If you control five or more mountains, deal 4 damage to each creature instead. The branch of Enheim is always changing, the oceans of lava cooling to form continents only to be covered in fresh lava months later.
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Enchant creature
Enchanted creature has hexproof. Realm- If you control five or more islands the enchanted creature gains "whenever this creature deals combat damage to a player you may draw a card. Then discard a card." |
Burn the Source deals 2 damage to each opponent who controls an enchantment.
Realm- If you control three or more mountains, Burn the Source deals 3 damage to each opponent who controls an enchantment instead. "Runes might protect you, but we'll find something of yours to burn."- Olpei, Nichuf Warchief
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Look at the top three cards of your library. Add one to your hand and exile the other two. Until the end of your next turn, you may play those cards.
Fate isn't always linear.
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Choose a basic land type,
: Until end of turn, lands you control lose all abilities and become lands of the type you chose.A sea of nothingness that can undo creation separate's Juby'as branches. Going from branch to branch is not easy.
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Destroy target artifact. If an equipment was destroyed this way, you may Carve a Red Rune (Create a Red Rune enchantment token with "
, Sacrifice this enchantment: Deal 1 damage to any target."). |
Transform Svakur Death Priest at the beginning of each combat phase.
: Each opponent loses 1 life and you gain 1 life.The end upon us, upon the worlds of Skavjando is true.
3/5
Whenever Hammerheart Hexer deals combat damage to a player, you may pay 2 life. If you do, Carve a Black Rune (Create a black Rune enchantment token with "
, Sacrifice this enchantment: Target creature gets -1/-1 until the end of the turn.).
Transform Hammerheart Hexer at the end of each combat. 4/4
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, : Tap target creature that was the target of another spell or ability.
Transform Sword Bringer at the beginning of each combat. 2/1
Whenever Blade's Grace Warrior becomes the target of a spell or ability you control, Blade's Grace Warrior gets +1/+1 until end of turn.
Transform Blade's Grace Warrior at the end of each combat. 2/1
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Menace
When you purify Fireborn Giant, target creature gains menace until end of turn. Purify ![]() (![]() , Exile this card from your graveyard: Create a 1/1 red spirit token with menace. Purify only as a sorcery.)3/2
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Target player reveals their hand.
Carve a Blue Rune (Create a blue Rune enchantment token with " , Sacrifice this enchantment: Tap or untap target creature.) |
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Draw a card, lose 1 life, and Carve a Black Rune (Create a black Rune enchantment token with "
, Sacrifice this enchantment: Target creature gets -1/-1 until the end of the turn.)."They willingly shed their blood to protect their friends. Groups disgust me."- Khzgeru
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When Primal War Caller enters the battlefield, target creature gains trample until end of turn.
The horn calls for brutality and death, and compels your answer.
1/1
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Destroy target creature with flying.
Voyage- As this spell resolves, you may exile it and a creature. When you do, the exiled creature gains " ![]() ![]() : Return this creature from exile and cast a copy of Shoot Down without voyage." |
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 "
, Sacrifice this enchantment: Target creature gets +1/+1 and gains vigilance until end of turn."). |
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Fires of Enheim
(rare)
Mirror Infusion
(uncommon)
Burn the Source
(uncommon)
Waters of Fate
(uncommon)
Branch-Treading Boat
(common)
Release Inner Magic
(common)
Svakur Death Priest
(common)
Sword Bringer
(common)
Fireborn Giant
(common)
Insightful Glance
(common)
Dark Insights
(common)
Primal War Caller
(common)
Shoot Down
(common)
Glorious Glaive Gash
(common)
Plains
(basic)


: Until end of turn, lands you control lose all abilities and become lands of the type you chose.


