(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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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
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Ward
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.) Whenever Jazmi, Varwood Tracker or another Boss you control deals combat damage to an opponent, if you haven't drawn your second card this turn, you may draw a card. 3/6
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Create two tapped Food tokens. Then, create a tapped Treasure token for each Food you control. If four or more Treasure tokens were created this way, draw a card.
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Haste, prowess, Ward
At the beginning of your endstep, if Spell-Palm Adept's power is 4 or greater, you may draw a card. The masters of the Spell-Palm style were all slaughtered by Giedes, and the survivors seek refuge under Zialk.
2/1
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Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.)
During your combat phase, instants you cast cost less for each untapped creature you control.2/2
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Trample
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) Whenever Driel, the Body Gardener or another creature dies, you may pay . If you do, create a 1/1 green Saproling token.4/4
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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. |
Destroy target creature with a power of 2 or less unless its controller discards a card.
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Flying, First strike
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) : Chol-Nini, Whirling Embers gains hexproof until end of turn. Activate this ability only if Chol-Nini is tapped and you control an untapped creature.
When Chol-Nini dies, you may put a flying or first strike counter on target Boss. 3/3
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Whenever Loot Scout deals combat damage to a player, create a tapped Treasure token.
Loot can be found anywhere by those who know where to look.
1/1
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Put a +1/+1 counter on up to one target creature you control. Until end of turn, that creature gains "Remove a counter: Destroy target creature blocking or being blocked by this creature."
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Flash
When Dungeon Assailant enters the battlefield, target creature gets -1/-1 until end of turn. "Really, you're trying to kill Garnieckz the Sky Saint? Are you even registered with any of the great assassin guilds?"- Garnieckz the Sky Saint
2/1
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Put a vigilance counter on up to two target creatures you control. Then, each creature you control with vigilance gets +1/+1 until end of turn.
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Flash
Secret Enemy can't be countered by spells or abilities. If a creature you control left the battlefield this turn, Secret Enemy costs less to cast.3/3
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Reorganize Memories
(rare)
Jazmi, Varwood Tracker
(uncommon)
Farmer's Hustle
(uncommon)
Spell-Palm Adept
(uncommon)
Fanlaed, Raised by Beasts
(common)
Driel, the Body Gardener
(common)
Lair of the Solemn Sentinels
(common)
Sad Laugh
(common)
Chol-Nini, Whirling Embers
(common)
Loot Scout
(common)
Preshayja's Gambit
(common)
Dungeon Assailant
(common)
Ready to Strike
(common)
Secret Enemy
(common)
Swamp
(basic)






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