(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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Trample
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.)
Whenever you cast your first instant or sorcery spell that targets a creature or player each turn, you may discard an instant or sorcery card. If you do, copy that spell up to X times at random, where X is the discarded card's mana value. You may choose new targets for each copy. 6/5
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Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.)
Whenever a creature you control dies, put a +1/+1 counter on Siquahi, Life-Taker and gain 1 life. Remove two +1/+1 counters: Siquahi gains indestructible until end of turn. Activate this ability only during your turn. 2/2
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First strike, flash
Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.) ![]() ![]() ![]() ![]() ![]() - Return Hwalch, the Sea Blade to your hand: Exile target creature until end of turn.4/3
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Enchant creature
Whenever enchanted creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls. Sacrifice an artifact or enchantment: Return Blessing of Ruin from your graveyard to your hand. |
Flash
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) When Mivalice, Hand of Pain dies, target opponent loses life equal to the number of cards in your hand. 2/2
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As you cast Consecrating Dance, you may pay
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Gain 5 life. If you spent black or green mana casting Consecrating Dance, exile up to two target cards from an opponent's graveyard. |
Vigilance, deathtouch
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) : Salaxam, Moonlight Agent gains lifelink until end of turn.
When Salaxam dies, you may put a vigilance counter or a deathtouch counter on target Boss. 3/3
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Whenever a land enters the battlefield under your control, gain 1 life. If a Lair entered the battlefield, Adventurercatcher gets +1/+0 until end of turn.
0/1
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Target creature gets +1/+2 and gains flying until end of turn.
"You call that flight?" -Garnieckz the Sky Saint
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Flying
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) ![]() : Until end of turn, target creature with flying you control gain "Whenever this creature deals combat damage to a player, draw a card, then discard a card."3/3
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Reward
(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
Equipped creature gets +2/+0 and has trample. Equip ![]() |
, : Damage dealt by target sorcery spell can't be prevented.
Sacrifice Dragonfire Shard: Add for each Boss you control. |
Destroy target creature with a power of 2 or less unless its controller discards a card.
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When Keeper of the Dangliss Glade enters the battlefield, you may return a Forest from your graveyard to your hand. If you control a Boss, you may return a Lair from your graveyard to your hand instead.
![]() ![]() , : Keeper of the Dangliss Glade fights target creature5/5
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Lowi, Fate Prophet
(rare)
Siquahi, Life-Taker
(uncommon)
Hwalch, the Sea Blade
(uncommon)
Blessing of Ruin
(uncommon)
Mivalice, Hand of Pain
(common)
Consecrating Dance
(common)
Salaxam, Moonlight Agent
(common)
Adventurercatcher
(common)
Test Hover
(common)
Su-Ahman, Thieving Wing
(common)
Bone-Breaker Hammer
(common)
Dragonfire Shard
(common)
Sad Laugh
(common)
Keeper of the Dangliss Glade
(common)
Plains
(basic)


less to cast.)








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(If a creature an opponent controls left the battlefield this turn, you may cast this spell for its reward cost..)
: Damage dealt by target sorcery spell can't be prevented.