(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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Tier 4 (Tier 1 creature spells you cast cost
less. Tier 2 creature spells you cast cost less.)
Whenever an opponent casts a spell, you may reveal cards from the top of your library until you reveal an instant or sorcery spell with a mana value equal to or less than that spell's mana cost. If you do, cast the spell you revealed without paying its mana cost. 4/5
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Tier 2 (Tier 2 creatures aren't legendary as long as you control a Tier 3 or higher creature.)
As long as Dari, Death-Hammer Deviant is equipped, Dari has menace and Ward- pay 3 life. Other equipped creatures you control get +2/-1 and ward- pay 1 life. 4/4
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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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Until end of turn, whenever a creature you don't control is dealt five or more damage, exile that creature.
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Lifelink
Tier 1 (Tier 1 creatures aren't legendary as long as you control a Tier 2 or higher creature.) When Mor Gaush, Hand of Illness dies, target opponent loses X life, where X is the number of Bosses in your graveyard. 1/1
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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, target creature you control gets +2/+0 and gains vigilance until end of turn. 2/2
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Until end of turn, whenever a creature you control blocks, draw a card then discard a card.
“I just needed to see your weakness” -Kairu the Spear Master
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Whenever you cast your first enchantment spell each turn, scry 1 and gain 3 life.
The Virmaif druids celebrate all blessings, finding even the silver lining in curses.
4/4
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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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Whenever an artifact enters the battlefield under your control, if you paid its reward cost this turn, create a tapped treasure token.
1/2
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Reach, vigilance
The Hollyhock Knights have been holding out against Yswang as they expand out of the fourth floor.
2/3
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Whenever an enchantment exits the battlefield, equipped creature gets +1/+1 and gains vigilance until end of turn.
Equip
Equip Pay this cost only if a Boss died this turn |
Whenever an opponent casts a spell during the combat phase, Blood-Sworn Knight gets +1/+0 and gains first strike until end of turn.
0/3
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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 +0/+3 and has "Untap this creature during each player's untap step." Equip ![]() |
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Shumyir, Spell Volleyist
(mythic)
Dari, Death-Hammer Deviant
(uncommon)
Cheline, Light Elf Gate Keeper
(uncommon)
Dance of Holy Fire
(uncommon)
Mor Gaush, Hand of Illness
(common)
Plauch, Pride Hero
(common)
Planner’s Gambit
(common)
Virmaif Blessings Advocate
(common)
Keeper of the Dangliss Glade
(common)
Kalthan Recruit
(common)
Hollyhock Archer
(common)
Fox Fury Cloak
(common)
Blood-Sworn Knight
(common)
Giant Performance Fan
(common)
Island
(basic)



less. Tier 2 creature spells you cast cost
less.)



: Keeper of the Dangliss Glade fights target creature
Pay this cost only if a Boss died this turn