Washikow: Virtual Booster

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Skeleton
Printable
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.
 R 
Creature
At the beginning of your upkeep, sacrifice a creature.
Trample
Gloom- At the beginning of your endstep, if you cast no spells and activated no nonmana abilities this turn, each opponent sacrifices a creature.
5/5
 U 
Artifact – Equipment
Equipped creature has "Whenever an opponent casts a spell, this creature gets +2/+0 until end of turn."

Equip {1}
 U 
Enchantment – Aura
Enchant creature
At the beginning of your endstep, create a 1/1 white and black Cleric token.
If the enchanted creature is a Cleric, it has "Gain 1 life whenever a creature enters the battlefield under your control."
 U 
Enchantment – Aura
Enchant creature
Enchanted creature has "{t}: Add {r}{g}{w}." and is a Druid and a Shaman in addition to its other types.
Role- If you didn't cast a permanent spell with a mana value of four or greater this turn, return Mystic Rites from the graveyard to your hand.
 C 
Enchantment – Aura
Enchant creature
At the beginning of your upkeep, if you control three or more creatures, then put a +1/+1 counter on the enchanted creature. Then, if the enchanted creature is a Citizen, you gain life equal to its power.
 C 
Creature – Spirit Shaman
At the beginning of your upkeep, choose 1-
• Fearsome Spirit gains trample until end of turn.
• Fearsome Spirit gains deathtouch until end of turn.
5/5
 C 
Creature – Human Warrior
When Sikwaw Tactician enters the battlefield, Warriors you control gain vigilance until end of turn.
1/2
 C 
Creature – Human Rogue
Whenever a creature, artifact, or enchantment card is put into an opponent's graveyard from anywhere other than battlefield, create a tapped Treasure token unless that card's owner pays 1 life.
1/3
 C 
Sorcery
Target creature you control gains flying until end of turn. If that creature is a Scout, it also gains "Whenever this creature deals combat damage to a player or planeswalker, you may draw a card, then discard a card." until end of turn.
 C 
Land
Swiftwater Cliffs enters the battlefield tapped.
When Swiftwater Cliffs enters the battlefield, you gain 1 life.
{t}: Add {u} or {r}.
 C 
Creature – Human Shaman
Whenever you cast a sorcery spell, creatures you control with a mana value of four or greater get +1/+0 until end of turn.
4/3
 C 
Creature – Human Shaman
Whenever you cast a spell with a mana value of 4 or more, Conjurer of Awe gets +2/+1 until end of turn.
2/2
 C 
Enchantment – Aura
Enchant permanent you don't control
Whenever a spell or ability would target the enchanted permanent, counter it unless that spell or ability's controller pays {2}
 C 
Creature – Human Scout
Whenever Turtle Bay Naturalist or another creature enters the battlefield under your control, you may scry 1.
2/3
Forest
 
 B 
Basic Land – Forest

Antisocial Unwanting (rare)
Stone of Fury (uncommon)
Call the Healers (uncommon)
Mystic Rites (uncommon)
Strong For Us All (common)
Fearsome Spirit (common)
Sikwaw Tactician (common)
Idea Killer (common)
Move Like the Wind (common)
Swiftwater Cliffs (common)
Burning Heart Ritualist (common)
Conjurer of Awe (common)
Complete Lack of Interest (common)
Turtle Bay Naturalist (common)
Forest (basic)