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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Trample
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact or enchantment, then put a +1/+1 counter on Bramblecrush Elemental. 4/4
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Landfall— Whenever a land enters the battlefield under your control, draw a card.
2/5
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You gain X life, where X is twice the number of lands you control.
Landfall— If a land entered the battlefield under your control this turn, draw a card. |
Flying, haste
4/4
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Target creature gains flying until end of turn.
Draw a card. Often, violent gales and storms are attributed to the Roil, but the merfolk of Tazeem believe them to be the meddling of Cosi, the god of trickery.
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Enchant creature
Enchanted creature gets +2/+2 and has, "At the beginning of your upkeep, this creature deals 1 damage to you." Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
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
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If you control a Kor creature, you may pay
rather than pay Grappling Hook Trap's mana cost.
Remove up to two target creatures from combat. |
Vastwood Grove enters the battlefield tapped.
When Vastwood Grove enters the battlefield, target creature gains trample until end of turn. : Add to your mana pool. |
If you control a colorless nonartifact creature, you may sacrifice a creature and pay
rather than pay Gyre Trap's mana cost.
Target player sacrifices an attacking creature that's one or more colors. |
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Kicker
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Target creature gets +2/+2 until end of turn. If Animist's Invocation was kicked, put two +1/+1 counters on that creature. |
Landfall— Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Target player loses 3 life and you gain 3 life. If you control a Vampire, instead that player loses 4 life and you gain 4 life.
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Landfall— Whenever a land enters the battlefield under your control, you may tap or untap target basic land.
1/2
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Bramblecrush Elemental
(rare)
Sea Gate Mystic
(uncommon)
Journeyer's Salvation
(uncommon)
Volcanic Dragon
(uncommon)
Sudden Gale
(common)
Hound Umbra
(common)
Hedron-Threader Hawk
(common)
Grappling Hook Trap
(common)
Vastwood Grove
(common)
Gyre Trap
(common)
Animist's Invocation
(common)
Adventuring Gear
(common)
Thirst for Blood
(common)
Hedron Manipulator
(common)
Swamp
(basic)





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