(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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Exile all instants and sorcery cards from all graveyards. Then, if ten or more instant and/or sorcery cards were exiled this way, put a flying counter on each Boss you control.
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Tier 3 (Tier 3 creatures aren't legendary as long as you control a Tier 4 creature. Creature spells you cast with Tier 1 cost
less to cast.)
At the beginning of your upkeep, players with more than three cards in their hand lose 3 life, players with more than 3 lands lose 3 life, and players who control creatures with a power or toughness greater than 3 lose 3 life. 3/3
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Ward
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.) At the beginning of your upkeep, tap each untapped creature with the least power that you don't control. 3/3
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Until end of turn, double the toughness of target creature you control. If that creature is a Boss, it becomes immune to deathtouch and can't be targeted by spells or abilities your opponents control until end of turn.
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Whenever you cast a card with Reward, exile the top card of your library. You may play cards exiled that way until the end of your next turn.
2/3
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When Driel's Boasting Challenger enters the battlefield, you may put a Lair from your hand onto the battlefield.
Sacrifice a Lair, : Put a +1/+1 counter on target creature. If that creature is a Boss, put two +1/+1 counters on it instead.2/1
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Lair of Patient Zero enters the battlefield tapped.
: Add or .
, : Each creature you control with a Tier gets +1/+1 until end of turn. |
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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![]() , : Exile target creature from an opponent's graveyard and put a +1/+1 counter on Haldim Great Rat.2/1
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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.
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Destroy target creature with a power of 2 or less unless its controller discards a card.
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: Gets +0/+1 until end of turn. Activate this ability only when you cast a sorcery and only if you control a creature with vigilance.2/2
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Until end of turn target creature can't be blocked by creatures with a power of 2 or less, another target creature can't block, and another target creature gains flying until end of turn.
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Flash, trample
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) : Pleya, Murky Murderer gains hexproof until end of turn.
When Pleya dies you may put a trample counter on target Boss or cast a Boss from your hand as if it had flash. 3/3
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Blast-Wind Greeting
(common, foil)
Tsoshi, the Insatiable
(rare)
Rosheik, Bully Arcanist
(uncommon)
Extra Health Bar
(uncommon)
Bonus Treasure Guide
(uncommon)
Driel's Boasting Challenger
(common)
Lair of Patient Zero
(common)
Ready to Strike
(common)
Haldim Great Rat
(common)
Arcane Protection
(common)
Sad Laugh
(common)
White-Whiskered Ally
(common)
Soaring Combat Rush
(common)
Pleya, Murky Murderer
(common)
Swamp
(basic)



less to cast.)



: Put a +1/+1 counter on target creature. If that creature is a Boss, put two +1/+1 counters on it instead.