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.
 R 
Creature – Elf Shaman
Landfall— Whenever a land enters the battlefield under your control, put a 1/1 green Elf creature token onto the battlefield, then put a +1/+1 counter on Oran-Rief Archdruid.
1/3
 U 
Instant
Counter target spell.
Landfall— If a land entered the battlefield under your control this turn, exile that spell instead.
 U 
Instant
Creatures you control gain flying until end of turn.
 U 
Creature – Beast
Trample
Vastwood Baloth's power and toughness are each equal to the number of lands you control.
*/*
 C 
Creature – Human Cleric
Defender
Whenever Kabira Mystic blocks, you gain 3 life.
3/3
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
 C 
Creature – Zombie
When Broodservant Null enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has, "Sacrifice this creature: Add {1} to your mana pool."
1/2
 C 
Sorcery
As an additional cost to cast Magma Rift, sacrifice a land.
Magma Rift deals 5 damage to target creature.
The magma rifts of Akoum can roast an unsuspecting explorer in the day as quickly as the rocky ground can freeze one at night.
 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
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.
 C 
Artifact – Equipment
Landfall— Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
 C 
Sorcery
Choose one—
• Tap up to one target creature.
• Put a 1/1 blue Merfolk creature token onto the battlefield.
• Untap target land.
 C 
Land
Akoum Spires enters the battlefield tapped.
When Akoum Spires enters the battlefield, target creature gets +2/+0 until end of turn and attacks this turn if able.
{t}: Add {r} to your mana pool.
 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
Mountain
 
 B 
Basic Land – Mountain

Oran-Rief Archdruid (rare)
Utter Denial (uncommon)
Aerial Tactics (uncommon)
Vastwood Baloth (uncommon)
Kabira Mystic (common)
Claws of Valakut (common)
Broodservant Null (common)
Magma Rift (common)
Quicksand Trap (common)
Caravan Expedition (common)
Adventuring Gear (common)
Halimar Charm (common)
Akoum Spires (common)
Mul Daya Animist (common)
Mountain (basic)