Gate to Ukmor: Virtual Booster
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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.
You could alternatively have 15 random cards regardless of rarity.
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Double strike
Noncreature spells cost more to cast.2/2
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Equip
Equipped creature gets +1/+0 for each other creature you control it shares a creature type with. |
Lineage – When Gelweri Trailblazer enters the battlefield, if there is a Merfolk or Scout card in your graveyard, you may search your library for a basic land and put it onto the battlefield tapped. Then shuffle your library.
3/2
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Discharge 2 (You may remove 2 counters from amongst permanents you control as you cast this spell.)
Counter target spell unless its controller pays .
If Krel Dampen was discharged, draw a card then discard a card. |
Vanguard (Creatures without vanguard may only be blocked if all creatures with vanguard are blocked.)
3/4
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Target creature you control gains protection from the colour of your choice until end of turn.
Cycling ( , Discard this card: Draw a card.)The Maneeri clerics meditate in the presence of the Krelmar relics. With their guidance, safe passage to new lands is secured.
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Lifelink, Siphon (Whenever this creature becomes tapped or a land enters the battlefield under your control, put a charge counter on it.)
Remove a charge counter from Eternal Watcher: Untap target creature. 2/4
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Enchant creature
Enchanted creature has base power and toughness 2/2, loses all abilities, and is a Warrior (it loses all other creature types). "You! Drop everything and get in there!"
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Enchant creature
Enchanted creature gets +3/+0. If enchanted creature doesn't have siphon, it gains siphon. (Whenever a land enters the battlefield under your control or this permanent becomes tapped, put a charge counter on this permanent.) Remove two charge counters from enchanted creature: Target creature gains trample until end of turn. |
Destroy target artifact or enchantment.
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Survivor (At the end of combat, if this creature attacked or blocked this turn and isn't a survivor, put a +1/+1 counter on it and it becomes a survivor.)
As long as Reconnaissance Patrol is a survivor, other creatures you control get +0/+1. Know the land, know your foe, know you'll survive.
1/4
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Siege Tower can’t block.
Vanguard (Creatures without vanguard may only be blocked if all creatures with vanguard are blocked.) 1/4
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Siphon (Whenever this creature becomes tapped or a land enters the battlefield under your control, put a charge counter on it.)
Remove two charge counters from Albahri Priest: Each opponent loses 1 life and you gain 1 life. 1/2
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Trample
Forestcycling ( , Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)5/5
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Spirit of Redemption
(rare)
Emblazoned Armour
(uncommon)
Gelweri Trailblazer
(uncommon)
Krel Dampen
(uncommon)
Kushovi Blackguard
(common)
Guiding Visions
(common)
Eternal Watcher
(common)
Reassignment
(common)
Krel Strength
(common)
Naturalize
(common)
Reconnaissance Patrol
(common)
Siege Tower
(common)
Albahri Priest
(common)
Age-Scarred Craghoof
(common)
Island
(basic)







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