[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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As an additional cost to cast this spell, discard a card.
5/5
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Unseen – When you draw Startling Apparition, discard it.
Madness ![]() (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)
Cycling ( , Discard this card: Draw a card.)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. |
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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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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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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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 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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Flash (You may cast this spell any time you could cast an instant.)
2/1
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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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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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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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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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Mardu Outrider
(rare)
Startling Apparition
(uncommon)
Hallowed Rite
(uncommon)
Nameless Lord
(uncommon)
Invading Worms
(common)
Baloth Packhunter
(common)
Compound Fracture
(common)
Rotten Crowd
(common)
Hunting Pack
(common)
Nimble Pilferer
(common)
Hawk-Eyed Scout
(common)
Lion-Eyed Cleric
(common)
Snake-Eyed Druid
(common)
Ember-Eyed Shaman
(common)
Swamp
(basic)


Creature – Nightmare

