[Alchemy] Alchemist's Domain: Virtual Booster
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
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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As an additional cost to cast this spell, discard a card.
5/5
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Menace
When Dusk Commander enters the battlefield or deals combat damage to an opponent, draft a card from Dusk Commander's spellbook. 3/3
Command the Dreadhorde
Cryptic Command Neurok Commando Profane Command Ray of Command Word of Command |
If you would draw a card, you may seek a basic land card instead.
Domain – Tallwood Caregiver gets +1/+1 for each basic land type among lands you control. 3/4
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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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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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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. |
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 Invading Worms dies, each opponent loses 1 life. 1/1
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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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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 you cast Veteran Raider, conjure a Mardu Outrider card to your hand.
Veteran Raider gets +2/+2 for each player that has no cards in hand. , Exile three cards from your graveyard: Each player discards a card. 2/2
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Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
When Deathclaw Instructor enters the battlefield, add a Cruel Cut card to the spellbooks of up to two target permanents you control. 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.)
: Wolves you control get +2/+2 until end of turn. Activate only once each turn. 2/2
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Nameless Lord
(uncommon)
Mardu Outrider
(rare)
Dusk Commander
(uncommon)
Tallwood Caregiver
(rare)
Startling Apparition
(uncommon)
Hawk-Eyed Scout
(common)
Lion-Eyed Cleric
(common)
Hallowed Rite
(uncommon)
Compound Fracture
(common)
Invading Worms
(common)
Pilgrim of Voices
(common)
Krenko's Underboss
(rare)
Veteran Raider
(mythic)
Deathclaw Instructor
(uncommon)
Hunting Pack
(common)