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.
 U 
Creature – Human Citizen Rogue
When Street urchin deals damage to an opponent you may return an artifact in that opponent's graveyard to the battlefield under your control.
1/1
 
 R 
Creature – Eldrazi
Vanishing 2 (This creature enters the battlefield with four time counters on it. At the beginning of your upkeep, remove a time counter from it. When the last is removed, sacrifice it.)
Annhilator 2 ((Whenever this creature attacks, defending player sacrifices two permanents.)
8/8
 U 
Enchantment – Aura Curse
Enchant Player.
At the beginning of enchanted player’s upkeep, for each creature, they might tap a basic land, if not, Lost Harvest deals 1 damage to them.
 U 
Creature – Human Peasant
As long as you control a basic Plains, Woodlands Refugee has “{1}, {t}: Create a Food token.”
As long as you control a basic Mountain, Woodlands Refugee has “{t}: Create a tapped Treasure token.”
1/1
 U 
Instant
Leave Nothing deals X damage to all attacking creatures where X is the number of tapped lands you control. Lands you control don't untap at the beginning of your next untap phase.
 C 
Creature – Human Peasant
When Diseased Refugee enters, it deals damage to target opponent equal to the number of non-basic lands they control.
 C 
Creature – Elf Rogue
As long as defending player controls a tapped non-basic land, Palace Intruder can't be blocked.
3/2
 C 
Creature – Human Rogue
When Rooftops Urchin deals combat damage to a player, choose one —
· Create tapped treasure token
· Create a tapped Clue token
1/1
 C 
Instant
Destroy target nonartifact creature, if that creature was attacking, prevent all combat damage that would be dealt this turn.
 C 
Instant
Creatures you control get +1/+1 until end of turn.
Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

 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 
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 
Artifact – Equipment
Equip {1}.
Equipped creature has battle cry. (Whenever equipped creature attacks, each other attacking creature gets + 1/+0 until end of turn.)
 C 
Creature – Human Soldier
Defender
Put a -1/-1 counter on Imperial Guardsmen: Imperial Guardsmen loses defender until end of turn.
5/5
Swamp
 
 B 
Basic Land – Swamp

Street urchin (uncommon, foil)
Eldrazi Rover (rare)
Lost Harvest (uncommon)
Woodlands Refugee (uncommon)
Leave Nothing (uncommon)
Diseased Refugee (common)
Palace Intruder (common)
Rooftops Urchin (common)
Deal with Discontent (common)
Persistent Assault (common)
Unsurrendered Fort (common)
Battery of Wizards (common)
Regimental Flag (common)
Imperial Guardsmen (common)
Swamp (basic)