Supplemental Set Commanders: Virtual Booster
You could alternatively have a booster in the usual rarity pattern.
Goblins you control have Deceit (When this leaves the battlefield you may pay . If you do, draw a card.)
Whenever a Goblin you control dies, if its deceit cost was paid, you may destroy target land. That land's controller creates three tapped Treasure tokens. 2/3
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Prowess
Whenever a player wins a shootout, that player may draw three cards and discard two cards. 2/2
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Discard an enchantment card- : Wickwella, Lost Arts Keeper and enchantments you own gain indestructible until end of turn.
Exile an enchantment card from your graveyard- : Any number of target enchantments become a copy of the exiled enchantment card until end of turn. 3/3
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Hexproof
: Shuffle target attacking creature you control into its owner's library and create a 2/2 white Knight token with vigilance and trample that's attacking. 2/3
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Whenever you sacrifice a permanent, Aquatic creatures you control gain menace until end of turn.
Sacrifice a creature that dealt combat damage to a player this turn: Destroy target artifact, enchantment, or planeswalker that you don't control. 3/3
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Whenever Irolsce, Ship-Swinger crews a vehicle for the first time each turn, Irolsce untap Irolsce.
Whenever a vehicle crewed by Irolsce deals combat damage to a player, put a +1/+1 counter on that vehicle, lose 1` life, and draw a card. 3/4
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Flying
Instants and sorceries that target tapped creatures cost less. Whenever an instant or sorcery spell you cast targets a tapped creature that you control, draw a card, then discard a card. 3/3
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First strike
Whenever a creature you don't control dies, its controller loses 1 life up to one target creature that player controls can't block until end of turn. 4/5
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Water tokens you control have ,: Target player Mills two cards.
Whenever Peyshaid, of the Sleeping Sea deals combat damage to a player, create four aquatic 0/1 colorless Water token with "This creature can't attack or block." 4/5
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Flying
Noncreature spells cost an additional , where X is the number of different creature subtypes controlled by that player. 4/4
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Flash
Whenever a vehicle enters the battlefield under your control, each opponent sacrifices a creature with a mana value of 3 or less. 1/3
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Whenever a creature activates an ability, exile that creature then return it to the battlefield tapped.
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Lifelink, vigilance.
Pay 10 life: Destroy up to 1 target nonland permanent you don't control. 3/6
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,: Create a 1/1 white Spirit token with flying. Activate this ability only if an opponent lost life this turn.
At the beginning of combat, you may pay 3 life. If you do, Spirits you control get +1/+0 and deathtouch and first strike until end of turn. 2/5
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: Add or to your mana pool.
Fetish- Whenever a creature dies, if there's no creatures exiled with Arcane Fetish, you may exile that creature. If you do, Arcane Fetish gains ": Add to your mana pool." instead. |
Sull, Claims Agent
(rare)
Spellfire Esperanza
(rare)
Wickwella, Lost Arts Keeper
(mythic)
Qithowei, Resistance Leader
(mythic)
Penkaris, Lurking Danger
(rare)
Irolsce, Ship-Swinger
(mythic)
Wadsworth, Greycloud King
(mythic)
Sokal, Cruelest Coach
(rare)
Peyshaid, of the Sleeping Sea
(mythic)
Neckachtqua, Nothing but a Name
(mythic)
Vleize, Speedwheel Assassin
(rare)
Unsourceable Reference
(uncommon)
Ikiaq, Apprentice Angakkuq
(mythic)
Kogrid, Fury Priestess
(rare)
Arcane Fetish
(common)