Rabiah Reborn: Virtual Booster
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| Mechanics | Set Overview |
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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Destroy all non-Djinn creatures.
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Menace
Raid – If you attacked with a creature this turn, at the beginning of the next end step, target opponent exiles a card from their hand until Crow's Nest Spy leaves the battlefield. 2/2
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If you cast an adventure this turn, Expedition Leader gets +1/+1 until end of turn.
People will sing of our deeds someday!
2/1
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Caravan –
![]() : Draw a card then discard a card. Activate this ability only if you control three or more creatures. |
Discard a card: Draw two cards.
If you discarded an adventure, draw three cards instead. The discovery of her legacy had implications for all of Rabiah.
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If you control a desert, Dune Dasher gains haste.
2/1
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This spell costs
less to cast if you control a pirate.
Counter target noncreature spell. |
Choose one. If you control a desert, you can choose two instead.
- Destroy target artifact - Destroy target enchantment - Exile target card from a graveyard. |
You may sacrifice a desert while paying this spell's cost. If you do, this spell costs
less to cast.
Sand Volley deals 1 damage to each creature target player controls. Those creatures can't block this turn. |
Target player discards cards equal to the number of deserts you control.
If knowing is half the battle, then sandstorms are a lethal weapon.
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Caravan – As long as you control three or more creatures, Caravan Camel gets +2/+2
"Three things are essential for desert voyages:
1. Water 2. Food 3. Loyalty" -Tamir, Caravan Captain 1/1
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When Lost Lamp enters the battlefield, scry 3.
, Sacrifice Lost Lamp: Draw a card. |
Sacrifice a desert: Put a +1/+1 counter on Sand Swarm
In the desert, the sands aren't the only thing that can consume the unwary.
0/1
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Flying
Without a master to serve, most Djinns wander in search of purpose.
1/1
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Mustaph's Wrath
(rare)
Crow's Nest Spy
(uncommon)
Expedition Leader
(uncommon)
Tamir's Accountant
(uncommon)
Sharafade's Discovery
(common)
Dune Dasher
(common)
Mariner's Cunning
(common)
Eroded by Time
(common)
Sand Volley
(common)
Obscuring Sandstorm
(common)
Caravan Camel
(common)
Lost Lamp
(common)
Sand Swarm
(common)
Lost Djinn
(common)
Plains
(basic)




, Sacrifice Lost Lamp: Draw a card.