[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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Haste
Goblins you control have haste. When Krenko's Underboss enters the battlefield, conjure a Goblin Gang Leader card to your hand. 3/3
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Whenever you gain life, put a +1/+1 counter on Hallowed Priest.
1/1
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Lifelink
If you would create a Treasure token or Gold token, you may conjure a Nimble Pilferer card instead. 2/2
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Flash
When Windpipe Crusher enters the battlefield, conjure a Compound Fracture card into your hand and another one into your graveyard. 2/3
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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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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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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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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 Invading Worms dies, each opponent loses 1 life. 1/1
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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 Tasty Tuskers dies, you gain 4 life. 4/4
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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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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.)
![]() : Wolves you control get +2/+2 until end of turn. Activate only once each turn.2/2
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Flash (You may cast this spell any time you could cast an instant.)
2/1
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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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Krenko's Underboss
(rare)
Hallowed Priest
(uncommon)
Nightgrasp Recruiter
(uncommon)
Windpipe Crusher
(uncommon)
Rotten Crowd
(common)
Compound Fracture
(common)
Pilgrim of Voices
(common)
Baloth Packhunter
(common)
Invading Worms
(common)
Tasty Tuskers
(common)
Ember-Eyed Shaman
(common)
Hunting Pack
(common)
Nimble Pilferer
(common)
Advancing Phalanx
(common)
Swamp
(basic)





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