Starcraft: Virtual Booster
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Mechanics |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
:Tank gets +2/-3 and first strike until end of turn.
4/4
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Stim Packs (This creature may use this ability. ": Marine gets +1/-1 until end of turn.")
1/2
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+1: Jim Raynor becomes a X/X Soldier with first strike until end of turn.
-1: Destroy a creature that has a converted mana cost less than X. -7: Choose 3 permanents. You now control these permanents. X is Jim Raynor's loyalty. 3
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: For every SCV,Probe, or Drone you control, add to your mana pool.
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Marines and Firebats you control gain Heal.
Heal (You may pay this creature's converted mana cost to remove all damage from it until end of turn.) 2/2
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Vigilance
Reach Goliath gains double strike when your opponent controls a creature with flying. 3/3
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Planetary Fortress can tap for .
: Planetary Fortress becomes a 4/4 Fortress with defender until end of turn. |
Hexproof
: This card does not untap until your next combat phase. Then, deal 6 damage to all units your opponent controls. Deal 4 damage to all units you control except Ghost. 3/4
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Stim Packs (This creature may use this ability. ": Firebat gets +1/-1 until end of turn.")
2/2
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Haste
Vulture enter the battlefield with 3 mine counters on it. : Deal 3 damage to target creature. Remove a mine counter from Vulture. 3/1
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Orbital Command can tap for .
: Choose 2 cards in your opponent's hand. Look at them. : Draw 1 Card. |
:.
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No more cards
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No more cards
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No more cards
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Tank
(rare)
Marine
(common)
Jim Raynor
(mythic)
Mineral Deposit
(uncommon)
Medic
(uncommon)
Goliath
(uncommon)
Planetary Fortress
(uncommon)
Ghost
(mythic)
Firebat
(common)
Vulture
(uncommon)
Orbital Command
(uncommon)
Korhal Plaza
(mythic)