Battle for Zendikar: Virtual Booster
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| Limited Archetypes |
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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Other Ally creatures you control get +1/+1.
Whenever Fort Keff Shieldmate or another Ally enters the battlefield under your control, Ally creatures you control gain first strike and lifelink until end of turn. 2/4
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Landfall— Whenever a land enters the battlefield under your control, Irikal Swiftclaw gets +1/+1 and gains lifelink until end of turn.
2/2
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Flying, Defender
Deadly fungi are not the only peril to those who explore the hilltops of the Tangled Vale.
2/3
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Green creatures you control have protection from colorless.
![]() : Put a +1/+1 counter on target green creature. |
Whenever Makindi Lieutenant or another Ally enters the battlefield under your control, target Ally creature gets +1/+1 and gains first strike until end of turn.
1/2
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Counter target noncreature spell unless its controller pays
."There's a hole in your plan."
—Noyan Dar, Tazeem lullmage |
![]() , : Target Forest becomes a 1/1 green Elemental creature until end of turn. It's still a land.Mul Daya shamans practice ancient rituals to allow them to commune with Obuun, the Everliving One.
0/1
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Put two 1/1 red Goblin creature tokens onto the battlefield.
A Lavastep goblin's skin is often so gnarled and gray that he can hide among the rocks unseen, waiting for unsuspecting travelers to pass by.
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Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike. |
Bloodscent— Whenever Malakir Adventurer or another Ally enters the battlefield under your control, if an opponent has 10 or less life, up to one target Ally creature you control gets +1/+1 and gains menace until end of turn.
3/2
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Trample
The needlelike Skyfang Mountains are inhabited by all manner of ravenous beasts, making them perilous for explorers and Eldrazi alike.
5/5
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Enchant creature
Enchanted creature gets +2/+3 and has flying and vigilance. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
Whenever Jwar Isle Wayfinder or another Ally enters the battlefield under your control, look at the top card of your library. If it's an Island, you may reveal it and put it into your hand.
1/2
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Equipped creature gets +1/+0 and has flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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Fort Keff Shieldmate
(rare)
Irikal Swiftclaw
(uncommon)
Hedron Gomazoa
(uncommon)
Survivors' Shelter
(uncommon)
Makindi Lieutenant
(common)
Spell Pierce
(common)
Mul Daya Animist
(common)
Lavastep Ambush
(common)
Claws of Valakut
(common)
Malakir Adventurer
(common)
Skyfang Baloth
(common)
Griffin Umbra
(common)
Jwar Isle Wayfinder
(common)
Kitesail
(common)
Mountain
(basic)





: Target Forest becomes a 1/1 green Elemental creature until end of turn. It's still a land.
