Al Weh'jed 2.0: Virtual Booster

Al Weh'jed 2.0: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
Mechanics | Skeleton
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 
Enchantment
Spells in exile costs {1} less to cast.
Whenever a spell is cast from exile, you may draw a card.
{2}{u}: Exile target card in your graveyard
Much to the disappointment of Al-Farik's company, the Alchemist's treasure trove was not, in fact, mounds of transmuted gold.
 U 
Artifact
{t}: Add {r} or {g} to your mana pool.
Sacrifice Hieroglyph of Freedom: Target player cannot activate abilities of nonland permanents he or she controls until the end of your next turn.
Excavate 3 (Exile 3 other cards from your graveyard: Return this card from your graveyard to your hand. Excavate only as a sorcery.)
 U 
Artifact
{t}: Add {w} or {u} to your mana pool.
Sacrifice Hieroglyph of Faith: Target player skips his or her next combat phase.
Excavate 3 (Exile 3 other cards from your graveyard: Return this card from your graveyard to your hand. Excavate only as a sorcery.)
 U 
Sorcery
Untap target creature and gain control of it until the end of turn. It gains haste.
Etch (If you cast this card from your hand, exile it as it resolves. As long as this card is in exile, you may cast it.)
 C 
Enchantment Creature – Djinn
Trample, Indestructible
Whenever Spirit of the South becomes a target of a spell or ability an opponent controls, return it to its owner’s hand.
{r}: Target creature gains haste until the end of turn.
3/4
 C 
Land – Plains
({t}: Add {w} to your mana pool.)
Desert Refuge enters the battlefield tapped.
At the beginning of your upkeep, target creature gains vigilance until the end of turn.
"From the Sands we all begin..."
 C 
Enchantment – Dungeon
Whenever a nontoken creature you don't control enters the battlefield, put a 0/1 white and green zombie creature token named "Foreboding Mummy" onto the battlefield.
{g}{w}, Sacrifice Garden of Sarcophagi and each creature you control named "Foreboding Mummy": Destroy target attacking creature.
"Do not disturb"
{b}{b}
 
 C 
Instant
Destroy target artifact creature or enchantment creature. Its controller loses 1 life.
"We find that strong corrosive agents works well against Shabti and Djinn alike. The most important key, of course, is their arrogance against harmful agents."
 C 
Instant
Creatures you control gain +2/+0 until the end of turn.
Etch (If you cast this card from your hand, exile it as it resolves. As long as this card is in exile, you may cast it.)
 C 
Creature – Zombie
When Cursed Mummy enters the battlefield, creatures you control gain haste and intimidate until the end of turn.
Transfigure {2}{b}{b} ({2}{b}{b}, sacrifice this creature: Search your library for a creature card with the same converted mana cost and put it into play, then shuffle your library. Activate only as a sorcery.)
When one chases you, you better run.
5/2
 C 
Creature – Snake God
God of Twin Rivers can't be blocked.
Excavate 5 (Exile 5 other cards from your graveyard: Return this card from your graveyard to your hand. Excavate only as a sorcery.)
Her twin heads represents the twin rivers: Syah and Nekheb.
3/2
 C 
Creature – Human Soldier
When Privileged Recruit enters the battlefield, put a 1/1 white Shabti Soldier artifact creature token onto the battlefield.
The rich of Weh’jed have attendants to do the fighting for them.
1/1
 C 
Creature – Crocodile
Swampwalk, Islandwalk
At the beginning of your end step, put the top three cards of your library into your graveyard.
Transfigure {4}{g}{g} ({4}{g}{g}, sacrifice this creature: Search your library for a creature card with the same converted mana cost and put it into play, then shuffle your library. Activate only as a sorcery.)
2/1
 C 
Enchantment
As Remembered for Eternity enters the battlefield, name a card in a graveyard.
Whenever a player plays a card that shares a name with that card, you may draw a card. If you do, discard a card.
As His legend grows, so does his Name. And as his name grows, so does his Legend.
Forest
 
 B 
Basic Land – Forest

Alchemist's Vault (rare)
Hieroglyph of Freedom (uncommon)
Hieroglyph of Faith (uncommon)
Isfet's Meddling (uncommon)
Spirit of the South (common)
Desert Refuge (common)
Garden of Sarcophagi (common)
Melt (common)
Howl of the Sands (common)
Cursed Mummy (common)
God of Twin Rivers (common)
Privileged Recruit (common)
Ancient Lurker (common)
Remembered for Eternity (common)
Forest (basic)