Steamboom Advances: Virtual Booster
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| Mechanics | Skeleton | Names |
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.
: Until end of turn target creature gains protection from instants and sorceries of the color of your choice.0/2
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Destroy target permanent.
Put a land from your graveyard onto the battlefield. |
As you cast Resolve of the Land you may exile any number of artifacts from your graveyard.
Search your library for a number of lands equal to the number of artifacts exiled this way and add them to your hand. |
Put X +1/+1 counters on target creature where X is that creature's power.
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Vigilance
Whenever Shieldstriker blocks creatures you control with a power of 1 or less gain first strike. 2/6
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Flying
What can thousands of birds do against our might of burning flight?
4/4
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Flying
High Wind Courrier can only block creatures with flying. "Send letter back. The jungle is ours. We've begun to dig."
2/2
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Draw two cards.
(Debt)- If you have less than two cards, put five cards from your graveyard onto the bottom of your library in any order. |
Whenever a forest enters the battlefield under your control artifact creatures you control gain trample until end of turn.
4/4
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: Until end of turn target black permanent becomes an artifact in addition to its other types. Until end of turn if that permanent is also a creature it gains +2/-1. |
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Underdwell (This creature may block while tapped as it were untapped. Tapped creatures may block this creature as if they were untapped.)
"Let the cretens march first, so we know what to fight."
3/1
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Underdwell (This creature may block while tapped as it were untapped. Tapped creatures may block this creature as if they were untapped.)
3/3
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Enchant creature
Whenever the enchanted creature becomes tapped its controller loses 3 life. |
Whenever another creature enters the battlefield under your control, gets +1/+0 until end of turn. If a soldier enters the battlefield under your control, Fireheart Regiment gets +2/+0 instead.
1/1
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Eluimin Counter-Op
(common, foil)
Earthen Rebirth
(rare)
Resolve of the Land
(uncommon)
Decadent Attack
(uncommon)
Shieldstriker
(uncommon)
Zephyr Regiment
(common)
High Wind Courrier
(common)
Sudden Recollection
(common)
Sawtusk
(common)
Black Finish
(common)
Gutterwrung Enlistment
(common)
Disgraced Commander
(common)
Sickly Sloth
(common)
Fireheart Regiment
(common)
Plains
(basic)

: Until end of turn target creature gains protection from instants and sorceries of the color of your choice.

