(Generic)Isekai/Dungeon Test concepts: Virtual Booster

(Generic)Isekai/Dungeon Test concepts: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | End Ideas
Printable
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.
 C 
Land – Lair
Lair of the Hateful enters the battlefield tapped.
{t}: Add {b} or {r}.
{4},{t}: Each creature you control with a Tier gets +1/+1 until end of turn.
 
 R 
Instant
Return target nonland permanent to its owner's hand. Then, that player mills X cards, where X is the number of cards in their hand.
"I understand you want to remember a certain spell. I'm sure you can do that if you forget less-important matters."- Isvanna of the Seven-Thousand Spells
 U 
Creature – Human Knight
Whenever an opponent sacrifices a Treasure, create a 1/1 white Soldier token unless that player pays {1}.
The citadel of Kolert silently submitted to Luid, and Luid would not submit to Cambis.
1/3
 U 
Legendary Creature – Salamander Boss
Flash, Ward {3}
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.)
Whenever Baishes, Ever-Tired deals combat damage to a player you may pay {2/u}. If you do, target permanent doesn't untap during its controller's next untap step.
3/5
 U 
Instant
Exile target tapped creature and all permanents attached to that creature.

If three or more permanents were exiled this way, draw a card.
 C 
Instant
Target creature you control gains hexproof until end of turn. If Arcane Protection isn't a copy and targeted a Boss this way, you may cast a copy of Arcane Protection.
 C 
Artifact – Equipment
{1}{r}: Equipped creature gets +1/+0 until end of turn.

Equip {1}
 C 
Legendary Creature – Merfolk Cleric Boss
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
At the beginning of your endstep, if a creature died this turn, draw a card and deal 1 damage to any target.
2/2
 C 
Creature – Angel Skeleton
Flying
{1}{2/w}{w}{2/b}{b}: Return Cherub of the Ossuary from your graveyard to the battlefield tapped. Activate this ability only if a creature you control died this turn.
2/3
 C 
Creature – Treefolk Warrior
Reach

{1}{w}{w}: Until end of turn, Redwood Guardian can block an additional creature.
5/5
 C 
Land – Lair
Lair of the Hateful enters the battlefield tapped.
{t}: Add {b} or {r}.
{4},{t}: Each creature you control with a Tier gets +1/+1 until end of turn.
 C 
Creature – Human Wizard
When Blessings Novice enters the battlefield you may look at the top card of your library. If it's an enchantment, you may reveal it and add it to your hand. Otherwise, gain 2 life.
0/1
 C 
Enchantment – Aura
Enchant land
Enchanted Land is an Island and loses all other abilities.
At the beginning of your upkeep, if you control five or more Lairs, you gain control of enchanted land until end of turn and untap it.
 C 
Creature – Vampire Knight
Whenever an opponent casts a spell during the combat phase, Blood-Sworn Knight gets +1/+0 and gains first strike until end of turn.
0/3
Plains
 
 B 
Basic Land – Plains

Lair of the Hateful (common, foil)
Reorganize Memories (rare)
Kolert Conscriptor (uncommon)
Baishes, Ever-Tired (uncommon)
Dance of Ruinous Fatigue (uncommon)
Arcane Protection (common)
Fire Whip (common)
Delai, Blood Tide (common)
Cherub of the Ossuary (common)
Redwood Guardian (common)
Lair of the Hateful (common)
Blessings Novice (common)
Sunken Refuge (common)
Blood-Sworn Knight (common)
Plains (basic)