[Alchemy] Alchemist's Domain: Virtual Booster
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| Mechanics | Specialize Index |
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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Target creature gets -1/-1 until end of turn. It gets an additional -1/-1 until end of turn for each card named Compound Fracture in your graveyard.
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When you cast Veteran Raider, conjure a Mardu Outrider card to your hand.
Veteran Raider gets +2/+2 for each player that has no cards in hand. ![]() , Exile three cards from your graveyard: Each player discards a card.2/2
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Exile the top three cards of an opponent's library face-down. Conjure a copy of each card exiled this way into your hand.
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When Hallowed Rite enters the battlefield, conjure a Hallowed Priest card into your hand.
Whenever a creature enters the battlefield under your control or dies, you gain 1 life. |
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When Deathclaw Instructor enters the battlefield, add a Cruel Cut card to the spellbooks of up to two target permanents you control. 2/1
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Specialize
(Pay , choose a color, discard a card of that color or associated basic land type: This creature perpetually specializes into that color. Activate only as a sorcery.)1/2
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Destroy target creature with power 2 or less.
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Trample
When Baloth Packhunter enters the battlefield, put two +1/+1 counters on each other creature you control named Baloth Packhunter. 3/3
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Double team (When this creature attacks, if it's not a token, conjure a duplicate of it into your hand. Then both cards perpetually lose double team.)
When Rotten Crowd enters the battlefield, you lose 2 life and create a 2/2 black Zombie creature token. 2/2
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Starting intensity 2
Whenever Advancing Phalanx attacks, it gets +X/+0 until end of turn, where X is its intensity, then perpetually increase its intensity by 1. 0/4
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Target creature gets -1/-1 until end of turn. It gets an additional -1/-1 until end of turn for each card named Compound Fracture in your graveyard.
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Double team (When this creature attacks, if it's not a token, conjure a duplicate of it into your hand. Then both cards perpetually lose double team.)
When Invading Worms dies, each opponent loses 1 life. 1/1
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Whenever Ember-Eyed Shaman attacks, perpetually increase its intensity by 1.
When Ember-Eyed Shaman dies, it deals damage equal to its intensity to target player or planeswalker. 4/2
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Deathtouch
Whenever Snake-Eyed Druid attacks, perpetually increase its intensity by 1. When Snake-Eyed Druid dies, create a X/X green Snake Spirit creature token, where X is Snake-Eyed Druid's intensity. 2/2
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Compound Fracture
(common, foil)
Veteran Raider
(mythic)
Appropriate
(uncommon)
Hallowed Rite
(uncommon)
Deathclaw Instructor
(uncommon)
Pilgrim of Voices
(common)
Cruel Cut
(common)
Baloth Packhunter
(common)
Rotten Crowd
(common)
Advancing Phalanx
(common)
Compound Fracture
(common)
Invading Worms
(common)
Ember-Eyed Shaman
(common)
Snake-Eyed Druid
(common)
Plains
(basic)



