Ravages in Swilften: Virtual Booster

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Mechanics | Design document
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 
Battle – Siege
Ransom — 2{u}: Defeat this battle. {t}: Add {1}. Only the protector of this battle may use this ability, and only as a sorcery.
Captive at Ostcarn
 
 R 
Creature – Faerie
When this transformes into Captive at Ostcarn, target opponent skips their next untap phae. Flying
3/1
 U 
Artifact – Vehicle
Crew 2
Whenever Land Skiff attacks create a 2/2 artifact creature token tapped an attacking. Exile it at the end of combat.
3/3
 U 
Enchantment
Sorceries and Instant in your graveyard with mana value lesser than your Red tradition have flashback.
Excavated Mountain
 
 U 
Land
As Excavated Mountain enters, you may pay 1 life. If you don't, it enters tapped.
{t}: Add {r}
 U 
Creature – Insect Horror
Squad — {1}{b} or sacrifice a Food or Nonhorror creature
3/1
 C 
Sorcery
Buyback {2} (You may pay an additional {2} as you cast this spell. If you do, put this card into your hand as it resolves.)
Battery of Wizards deals 2 damage to any target.
 C 
Creature – Human Bard
{t}, Sacrifice Pastoral Poet: Destroy target artifact.
Basic landcycling {2}
1/1
 C 
Creature – Human Noble Warlock
Black creature spells you cast cost up to {2} less to cast. When you successfully cast a black creature spell, sacrifice Dabbling Occultist.
1/1
 C 
Battle
When Unsurrendered Fort enters, you become its protector. Oponents can attack it. When it's defeated, destroy it. If it's exiled cast it transformed if it didn't have time counters on it.
Vanishing 4
4
Remember the Fort
 
 C 
Enchantment – Saga
I Amass Rebels 2.
II Creatures you control gain indestructible until end of turn
III Creatures you control gain +2/+2 and haste until end of turn. At the end step, destroy all creatures you control that didn't attack this turn.
 C 
CREATURE – Human Soldier
Ward {2}
2/2
 C 
Sorcery
Target creature deals damage to its controller equal to its power.
Overload {5}{w}{r} (You may cast this spell for its overload cost. If you do, change “target” in its text to “each.”)
 C 
Instant
Multikicker {g} (You may pay an additional any number of times as you cast this spell.)
Until end of turn, target creature loses all abilities and has base power and toughness 0/1.
If Experimental Concoction was kicked, at the beginning of the end step, put a + 1/+1 counter on target creature for each time Experimental Concoction was kicked
 C 
Sorcery
Target creature you control explores. Fuel (Discard this card when casting a spell that shares a type with it, tis reduces the casting cost by {1} or {g}. That spell gains all effects above Fuel. No new targets can be chosen for that effect.)
 C 
Sorcery
Choose one, if you control less lands than target opponent, choose both — Search your library for a Plains card or search your library for an enchantment card, put them in your hand, then shuffle.
 C 
Creature – Human Citizen
Consorts with Pirates and Pilots.(You can play Sea Wive from outside of the game once if you control a Pirate or a Pilot.)
Squad 1{u} Pirates and pilots you control have renown X where X is the number of creatures named Sea Wive that you control.
1/1
Plains
 
 B 
Basic Land – Plains

Raid at Ostcarn (rare)
Land Skiff (uncommon)
Unearthed Magilime (uncommon)
Swarm of Gobblers (uncommon)
Battery of Wizards (common)
Pastoral Poet (common)
Dabbling Occultist (common)
Unsurrendered Fort (common)
Highborn Cadet (common)
Mutiny of Discontents (common)
Experimental Concoction (common)
Traverse the Branchpath (common)
Boon from the divine (common)
Sea Wive (common)
Plains (basic)