[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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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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As an additional cost to cast this spell, discard a card.
5/5
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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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Whenever you gain life, put a +1/+1 counter on Hallowed Priest.
1/1
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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. |
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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 Lion-Eyed Cleric attacks, perpetually increase its intensity by 1.
When Lion-Eyed Cleric dies, you gain life equal to its intensity. 2/2
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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.)
When Tasty Tuskers dies, you gain 4 life. 4/4
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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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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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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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Whenever Dead-Eyed Rogue attacks, perpetually increase its intensity by 1.
When Dead-Eyed Rogue dies, each player loses life equal to its intensity. 2/3
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Snake-Eyed Druid
(common, foil)
Mardu Outrider
(rare)
Goblin Gang Leader
(uncommon)
Hallowed Priest
(uncommon)
Hallowed Rite
(uncommon)
Invading Worms
(common)
Lion-Eyed Cleric
(common)
Ember-Eyed Shaman
(common)
Tasty Tuskers
(common)
Snake-Eyed Druid
(common)
Advancing Phalanx
(common)
Rotten Crowd
(common)
Compound Fracture
(common)
Dead-Eyed Rogue
(common)
Plains
(basic)





