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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Defender
Other creatures you control with defender get +0/+1. , : Target creature with defender can attack this turn as though it didn't have defender. That creature gets +1/+1 and gains first strike and vigilance until end of turn.1/3
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When Vent Elemental enters the battlefield, it deals 1 damage to each creature without flying.
4/2
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Haste
When Tuktuk Chargers enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield. 2/2
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Counter target spell.
Landfall— If a land entered the battlefield under your control this turn, exile that spell instead. |
Whenever Grotag Torchbearer or another Ally enters the battlefield under your control, Ally creatures you control get +1/+0 until end of turn.
2/1
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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
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Kicker
Return target creature to its owner's hand. If Return to Eternity was kicked, draw a card. |
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
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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
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Landfall— Whenever a land enters the battlefield under your control, tap up to one target non-Island land.
3/2
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Equipped creature gets +1/+2. As long as equipped creature is an Ally, it has first strike and vigilance.
Equip ![]() |
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Caravan Expedition.
Remove three quest counters from Caravan Expedition and sacrifice it: Put three 1/1 white Kor creature tokens onto the battlefield. |
When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add
to your mana pool."2/2
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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.) |
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Kazandu Lookout
(rare)
Vent Elemental
(uncommon)
Tuktuk Chargers
(uncommon)
Utter Denial
(uncommon)
Grotag Torchbearer
(common)
Hagra Tormentor
(common)
Return to Eternity
(common)
Guardian of Fort Keff
(common)
Fort Keff Ironblade
(common)
Tideforce Elemental
(common)
Sturdy Blade
(common)
Caravan Expedition
(common)
Nest Invader
(common)
Adventuring Gear
(common)
Island
(basic)

: Target creature with defender can attack this turn as though it didn't have defender. That creature gets +1/+1 and gains first strike and vigilance until end of turn.

