Battle for Zendikar: Virtual Booster

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Limited Archetypes
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.
 C 
Creature – Beast
Trample
The needlelike Skyfang Mountains are inhabited by all manner of ravenous beasts, making them perilous for explorers and Eldrazi alike.
5/5
 
 R 
Instant
Pyromancer's Vengeance deals 4 damage to target creature. When that creature dies this turn, Pyromancer's Vengeance deals 2 damage to that creature's controller.
 U 
Creature – Beast
Trample
Vastwood Baloth's power and toughness are each equal to the number of lands you control.
*/*
 U 
Creature – Merfolk Mystic
Landfall— Whenever a land enters the battlefield under your control, draw a card.
2/5
 U 
Instant
Counter target spell.
Landfall— If a land entered the battlefield under your control this turn, exile that spell instead.
 C 
Creature – Human Soldier
First strike, defender
Fort Keff, a camp with its back to the wall of a great canyon, was the safest haven in all of Akoum until it was destroyed by the brood of Emrakul.
3/2
 C 
Instant
Search your library for a basic Plains card and put it into your hand. If you control an untapped land, you gain 2 life.
 C 
Creature – Human Soldier
Defender
Whenever Fort Keff Ironblade or another creature you control with defender blocks, Fort Keff Ironblade gets +1/+0 and gains first strike until end of turn.
0/2
 C 
Sorcery
Kicker {3}{r}
Spire Avalanche deals 3 damage to target player. If Spire Avalanche was kicked, Spire Avalanche deals 5 damage to that player instead.
 C 
Artifact – Equipment
Equipped creature gets +3/+1 and attacks each turn if able.
Equip {3}
 C 
Artifact – Equipment
Equipped creature gets +1/+0 and has flying.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
 C 
Creature – Horror
Flying
Landfall— Whenever a land enters the battlefield under your control, if that land is a Swamp, Hagra Shade gets +1/+1 until end of turn.
2/3
 C 
Instant – Trap
If two or more creatures without flying are attacking you, you may pay {4}{b} rather than pay Quicksand Trap's mana cost.
Each attacking creature without flying gets -1/-2 until end of turn.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +5/+5 and can't attack unless defending player controls an Island.
Totem Armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
Plains
 
 B 
Basic Land – Plains

Skyfang Baloth (common, foil)
Pyromancer's Vengeance (rare)
Vastwood Baloth (uncommon)
Sea Gate Mystic (uncommon)
Utter Denial (uncommon)
Guardian of Fort Keff (common)
Nomad's Journey (common)
Fort Keff Ironblade (common)
Spire Avalanche (common)
Bloodstained Cudgel (common)
Kitesail (common)
Hagra Tormentor (common)
Quicksand Trap (common)
Serpent Umbra (common)
Plains (basic)