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 
Instant
If two or more creatures are attacking you, you may pay {2}{w} rather than pay Ambush Trap's mana cost.
Put four 1/1 white Soldier creature tokens onto the battlefield.
 U 
Creature – Elf Shaman
Landfall— Whenever a land enters the battlefield under your control, choose one—
• Put a 1/1 green Elf creature token onto the battlefield.
• Add {w} to your mana pool.
• Put a +1/+1 counter on target creature.
1/3
 U 
Enchantment
Green creatures you control have protection from colorless.
{2}{g}: Put a +1/+1 counter on target green creature.
 U 
Sorcery
Draw two cards.
Landfall— If a land entered the battlefield under your control this turn, scry 1.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+4.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
 C 
Creature – Merfolk Soldier
Kicker {1}{u}
When Halimar Squadron enters the battlefield, if it was kicked, put two 1/1 blue Merfolk creature tokens onto the battlefield.
2/2
 C 
Creature – Human Soldier
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
 C 
Creature – Kor Soldier
Kicker {w}
Mountainwalk
When Kor Cliffwalker enters the battlefield, if it was kicked, put a 1/1 white Kor creature token with mountainwalk onto the battlefield.
1/1
 C 
Artifact – Equipment
Equipped creature gets +1/+0 and has flying.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.)
 C 
Creature – Elemental
Defender
{r}: Molten Ravager gets +1/+0 until end of turn.
Although inhospitable to most life forms, Akoum's mountain ranges are home to dangerous fire elementals.
0/4
 C 
Enchantment – Aura
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.)
 C 
Instant
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.
 C 
Creature – Elf Shaman
Kicker {1}{g}
When Joraga Elder enters the battlefield, you may destroy target artifact or enchantment.
2/2
 C 
Creature – Horror
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
Island
 
 B 
Basic Land – Island

Ambush Trap (rare)
Sylvan Shaman (uncommon)
Survivors' Shelter (uncommon)
Loremaster's Insight (uncommon)
Turtle Umbra (common)
Halimar Squadron (common)
Fort Keff Ironblade (common)
Kor Cliffwalker (common)
Kitesail (common)
Molten Ravager (common)
Griffin Umbra (common)
Sudden Gale (common)
Joraga Elder (common)
Hagra Tormentor (common)
Island (basic)