Battle for Zendikar: Virtual Booster

Battle for Zendikar: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity
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.
 R 
Instant
Choose two—
• Search your library for up to two basic land cards and put those cards onto the battlefield tapped, then shuffle your library.
• Put four +1/+1 counters on target creature.
• Put two 1/1 green Elf creature tokens onto the battlefield.
• Creatures you control get +2/+2 and gain trample until end of turn.
 U 
Instant
Put X +1/+1 counters on target creature, where X is the number of Forests you control.
 U 
Creature – Cat
Landfall— Whenever a land enters the battlefield under your control, Irikal Swiftclaw gets +1/+1 and gains lifelink until end of turn.
2/2
 U 
Creature – Goblin Soldier
Haste
When Tuktuk Chargers enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield.
2/2
 C 
Enchantment
Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Unstable Faults. If you do, it deals 4 damage to target creature without flying.
 C 
Creature – Human Soldier
Defender
Whenever Fort Keff Survivors blocks, put a +1/+1 counter on it.
1/3
 C 
Instant
Up to two target creatures each get -3/-0 until end of turn.
Merfolk of the Sea Gate, the largest city in the Halimar Sea, constantly find new ways of defending their home against frequent attacks from drakes and other monstrosities.
 C 
Creature – Human Soldier Ally
Haste
Whenever Affa Piker or another Ally enters the battlefield under your control, target Ally creature gets +1/+0 until end of turn.
1/1
 C 
Creature – Griffin
Flying
Protection from colorless
Swift birds of prey are often seen flying through the hedron-filled trenches of Makindi, snatching up the unsuspecting rabbit, lizard, or goblin.
1/1
 C 
Land
Makindi Trenches enters the battlefield tapped.
When Makindi Trenches enters the battlefield, target creature gains flying until end of turn.
{t}: Add {w} to your mana pool.
 C 
Instant
Kicker {u}
Return target creature to its owner's hand. If Return to Eternity was kicked, draw a card.
 C 
Creature – Elf Druid
{2}{g}, {t}: 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
 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
 C 
Creature – Scorpion
Deathtouch
Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Bala Ged Scorpion. If you do, target player loses 2 life.
1/1
Plains
 
 B 
Basic Land – Plains

Command the Wilds (rare)
Awoken Might (uncommon)
Irikal Swiftclaw (uncommon)
Tuktuk Chargers (uncommon)
Unstable Faults (common)
Fort Keff Survivors (common)
Tidal Tactics (common)
Affa Piker (common)
Hedron-Threader Hawk (common)
Makindi Trenches (common)
Return to Eternity (common)
Mul Daya Animist (common)
Skyfang Baloth (common)
Guul Draz Scorpion (common)
Plains (basic)