(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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Each player may skip their combat phase. Whenever a player skips their combat phase this way, each player draws a card.
Floor bosses rarely fight each other, for the consequences of combat are often to great to determine the value of any battle or war that could be won.
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Flash
At the beginning of your end step, up to one target tapped nonlegendary creature an opponent controls gets -X/-X until end of turn, where C is the number of tapped creatures you control. 5/5
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Vigilance
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.) At the beginning of your endstep, gain 1 life for each untapped creature you control. At the beginning of your upkeep, if you have more life than each opponent, distribute up to two +1/+1 counters among one or two target creatures. 3/4
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Create a 0/3 blue Illusion token with "Spells and abilities that target creatures cost
more unless they target this creature" and "At the beginning of the next endstep, sacrifice this creature." |
Flying, haste
If ![]() was spent casting Underworld Vaguard, create two 1/1 red Devil tokens with "When this creature dies, deal 1 damage to any target.3/2
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Scheming Pirate enters the battlefield with a first strike and a haste counter unless an opponent has you create a Treasure token instead.
2/3
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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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Whenever a creature you control becomes enchanted, put a vigilance counter on that creature.
2/1
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Counter target spell.
If was spent casting Rejection Invocation, that player can't cast spells with the same name as that spell until your next turn. |
Hinterland Hell Raiser enters the battlefield with a trample and a reach counter if an artifact card you don't own entered a player's graveyard this turn.
2/2
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Target creature you control phases out until your next upkeep.
"I'm not there, well "there" is a loaded term." -Isvanna of the Seven-Thousand Spells
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Prevent all combat damage that would be dealt this turn.
If you control at least two tapped creatures, Scry 1. |
Hexproof
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) When Pfeilso, Spreading Slime dies, return a random instant or sorcery card from your graveyard to your hand. You gain life equal to that card's mana value. 2/2
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Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
At the beginning of your upkeep, you may sacrifice an artifact. If you do, draw a card, each opponent loses 2 life, and you gain 2 life. 2/2
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Plotting Peace
(rare)
Ancient Muck Elemental
(uncommon)
Cheline, Light Elf Gate Keeper
(uncommon)
Decoy Illusion
(uncommon)
Underworld Vaguard
(common)
Scheming Pirate
(common)
Fourth-Floor Ambush Greeter
(common)
Duties Advocate
(common)
Rejection Invocation
(common)
Hinterland Hell Raiser
(common)
Displacement Step
(common)
Scout's Smoke Trick
(common)
Pfeilso, Spreading Slime
(common)
Kerlinn, Inventorist
(common)
Swamp
(basic)







