[Alchemy] Alchemist's Domain: Virtual Booster
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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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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 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. |
Whenever you gain life, put a +1/+1 counter on Hallowed Priest.
1/1
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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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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 Tasty Tuskers dies, you gain 4 life. 4/4
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Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever Hawk-Eyed Scout attacks, perpetually increase its intensity by 1. When Hawk-Eyed Scout dies, draw X cards, then discard that many cards, where X is Hawk-Eyed Scout's intensity. 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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Destroy target creature with power 2 or less.
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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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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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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.)
![]() : Wolves you control get +2/+2 until end of turn. Activate only once each turn.2/2
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Compound Fracture
(common, foil)
Krenko's Underboss
(rare)
Hallowed Rite
(uncommon)
Hallowed Priest
(uncommon)
Appropriate
(uncommon)
Nimble Pilferer
(common)
Tasty Tuskers
(common)
Hawk-Eyed Scout
(common)
Invading Worms
(common)
Cruel Cut
(common)
Advancing Phalanx
(common)
Snake-Eyed Druid
(common)
Baloth Packhunter
(common)
Hunting Pack
(common)
Swamp
(basic)





