[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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When Goblin Gang Leader enters the battlefield, create two 1/1 red Goblin creature tokens.
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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Classified information – When Nameless Lord enters the battlefield, conjure a creature card into your hand that has the most prevalent creature type in your deck.
Classified information – Creatures with the most prevalent creature type in your deck get +1/+1. 3/3
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Destroy target creature with power 2 or less.
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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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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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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 Tasty Tuskers dies, you gain 4 life. 4/4
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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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Flash (You may cast this spell any time you could cast an instant.)
2/1
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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 Invading Worms dies, each opponent loses 1 life. 1/1
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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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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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Krenko's Underboss
(rare)
Goblin Gang Leader
(uncommon)
Windpipe Crusher
(uncommon)
Nameless Lord
(uncommon)
Cruel Cut
(common)
Rotten Crowd
(common)
Hunting Pack
(common)
Baloth Packhunter
(common)
Tasty Tuskers
(common)
Compound Fracture
(common)
Nimble Pilferer
(common)
Invading Worms
(common)
Advancing Phalanx
(common)
Pilgrim of Voices
(common)
Swamp
(basic)



