The Pirate Set: Virtual Booster
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
Trample
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.) 3/3
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Deathtouch
Other Pirate creatures you control get +1/+1 and have deathtouch. : Return target creature card from a graveyard to the battlefield under your control. It becomes a Zombie Pirate in addition to its other types. 4/5
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Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.)
: Tap target creature. Activate this ability only if Tyl's Ransackers is attacking. 2/2
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Gold 2 (This enters the battlefield with two gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
, sacrifice Seer's Orb: Draw cards equal to the number of gold counters on Seer's Orb. |
Exile target creature card from a graveyard. Put a token onto the battlefield that's a copy of that creature, except that it has "whenever this creature becomes a target of a spell or ability, sacrifice it" and it is a blue Illusion in addition to its other colors and types.
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, discard a card: Target creature can't be blocked this turn.
"I can get you anywhere, even places where the navy doesn't want you to go. Especially places where the navy doesn't want you to go."
2/1
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When Ivala Appraiser enters the battlefield, you may put two gold counters on a Treasure you control.
1/3
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Islandwalk
Krakens prowl the open ocean, making travel through illegal channels dangerous. Pirates are usually the only ones brave enough to attempt the trip.
6/5
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Remove all gold counters from target Treasure.
Draw a card. A little rust can go a long way to making something worthless.
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: Tap target creature.
The navy's harrier ships patrol the channels of trade, capturing any pirate vessel they encounter.
2/3
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Deathtouch
Looting (Whenever this creature deals combat damage to an opponent, you may draw a card, then discard a card.) 1/1
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Stalwart — As long as Shore Patrol is untapped, it has hexproof.
"They might make a big fuss, but they're nothing more than a rag-tag team of farmers hired by the navy to keep watch around the smaller ports."
-- Rieht, Helmsman 2/3
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Whenever Gold Transport becomes tapped, you may put a gold counter on each Treasure you control.
3/4
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Gold 2 (This enters the battlefield with two gold counters on it. A player with fifteen or more gold counters among permanents they control wins the game.)
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Stalwart — Highlands Ranger gets +1/+1 as long as it's untapped.
3/2
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Ivala Strongarm
(common, foil)
Drak, Scourge of the Southern Seas
(rare)
Tyl's Ransackers
(uncommon)
Seer's Orb
(uncommon)
Memory Mold
(uncommon)
Ivala Smuggler
(common)
Ivala Appraiser
(common)
Strait Terror
(common)
Tarnish
(common)
Harrier Patrol
(common)
Shambling Raider
(common)
Shore Patrol
(common)
Gold Transport
(common)
Coin Box
(common)
Highlands Ranger
(common)