(Generic)Isekai/Dungeon Test concepts: Virtual Booster
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| Mechanics | End Ideas |
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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Copy the first instant, sorcery, artifact, enchantment, and creature spell you cast each turn
"Just because I know a lot of spells doesn't mean I won't cast the same spell more than once." -Isvanna of the Seven Thousand Spells
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Enchant creature
Whenever enchanted creature attacks, tap a creature the defending player controls at random. Whenever the enchanted creature blocks, creatures being blocked by the enchanted creature get -3/-0 until end of turn. |
Other creatures you control have Ward
."Nature sides with me"- Bruchosja, Boss of the fourth floor
2/2
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Flying
Whenever you gain life or a Boss enters the battlefield under your control, Joyless Shadow gets +1/+0 until end of turn. 3/1
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Sacrifice Tripwire Trap: Tap target creature, then you may tap an additional creature for each Boss you control. Activate this ability only during an opponent's turn unless you control one or more Lairs.
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Auras you cast that target Priest of Many Blessings cost
less for each Aura attached to Priest of Many Blessings.1/3
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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. |
Destroy target artifact or enchantment. If one or more permanents was destroyed this way, draw two cards.
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Lair of the Solemn Sentinels enters the battlefield tapped.
: Add or .
, : Each creature you control with a Tier gets +1/+1 until end of turn. |
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
![]() : Ashell and Gruzmi, Heralds of Kairu gains first strike until end of turn.
![]() : Ashell and Gruzmi gains deathtouch until end of turn.
At the beginning of your endstep, if Ashell and Gruzmi has first strike and deathtouch, sacrifice it. When Ashell and Gruzmi is sacrificed this way you may cast a Boss from your hand as if it had flash for less.4/4
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When Fourth-Floor Ambush Greeter enters the battlefield, you may sacrifice a Lair. If you do, put a +1/+1 counter, a menace counter, and a first strike counter on each Boss you control.
6/6
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When Dark Elf Conspirator enters the battlefield, draw a card if you control three or more elves.
When Dark Elf Conspirator dies, lose 1 life and draw a card. 2/2
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If a creature dealt damage by Soul Punisher would die, exile that creature instead.
Thoughts, dreams, hope- all of that ends with the flesh rended into dust.
5/5
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Flying
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) When Olvaicz, Heaven Ruptured dies, destroy target nonland permanent with a mana value of three or less. 2/2
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Doublemancy
(rare)
Canticle of Cacophony
(uncommon)
Dangliss Vines
(uncommon)
Joyless Shadow
(uncommon)
Tripwire Trap
(common)
Priest of Many Blessings
(common)
Sunken Refuge
(common)
Green Guillotine of Envy
(common)
Lair of the Solemn Sentinels
(common)
Ashell and Gruzmi, Heralds of Kairu
(common)
Fourth-Floor Ambush Greeter
(common)
Dark Elf Conspirator
(common)
Soul Punisher
(common)
Olvaicz, Heaven Ruptured
(common)
Plains
(basic)









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