Four Color: Virtual Booster

[-] [+]
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
 C 
Land
{t}: Add to your mana pool one mana of any color in your commander's color identity.
 R 
Creature – Horror
Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards.
Whenever you cast a spell, each opponent reveals cards from the top of his or her library until he or she reveals a land card, then puts those cards into his or her graveyard.
*/*
 R 
Legendary Creature – Troll Warrior
Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost.
Sacrifice another creature: Regenerate Valroz, the Scar-Striped.
 R 
Creature – Human Wizard
Untap all creatures and lands you control during each other player's untap step.
You may cast creature cards as though they had flash.
2/3
 U 
Artifact – Equipment
Equipped creature gets +1/+0 for each of its colors.

Equip {1}
 R 
Artifact
Lands you control have "{t}: Add one mana of any color to your mana pool."
{t}: Add one mana of any color to your mana pool.
Dimir mages put the lanterns to good use, creating Shapeshifters and Sleeper Agents from mana foreign to them.
 C 
Creature – Elf Druid
When Farhaven Elf comes into play, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.
1/1
 U 
Sorcery
Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.
 C 
Creature – Druid
Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.
1/3
 U 
Creature – Devil
First-strike, Trample
Chaos Broker's power is equal to the total power of other creatures you control.
At the beginning of combat, each opponent may pay any amount of life. If the amount of life paid this way is equal to the power of Chaos Broker, then it can't attack this turn.
*/3
 M 
Legendary Creature – Nephilim
Protection from white

Whenever Glint-Eye deals combat damage to a player, draw that many cards.

{1}, Discard a card: Glint-Eye gets +1/+1 until the end of turn.
2/2
 R 
Creature – Elemental
Rubblehulk's power and toughness are each equal to the number of lands you control.
Bloodrush — {1}{r}{g}, Discard Rubblehulk: Target attacking creature gets +X/+X until end of turn, where X is the number of lands you control.
*/*
 U 
Creature – Horror
White spells and green spells you control cost {1} less to cast.

{u}{r}, {t}: Target creature gains hexproof until the end of turn.
2/1
 R 
Creature – Human Merfolk
{g}{u}, {t}: For each counter on target artifact, creature, or land, put another of those counters on that permanent.
1/4
 R 
Creature – Spirit
Flying
Sturmgeist's power and toughness are each equal to the number of cards in your hand.
Whenever Sturmgeist deals combat damage to a player, draw a card.
*/*

Command Tower (common)
Consuming Aberration (rare)
Varolz, the Scar-Striped (rare)
Prophet of Kruphix (rare)
Civic Saber (uncommon)
Chromatic Lantern (rare)
Farhaven Elf (common)
Explosive Vegetation (uncommon)
Avenging Druid (common)
Chaos Broker (uncommon)
Glint-Eye (mythic)
Rubblehulk (rare)
Ink-Treader Acolyte (uncommon)
Vorel of the Hull Clade (rare)
Sturmgeist (rare)