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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Each player who controls a creature that's one or more colors loses 4 life, then destroy each creature that's one or more colors.
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Flying
Steppe Drake can only block creatures with flying. 3/3
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Whenever you cast a Trap spell, each opponent loses 1 life and you gain 1 life.
Whenever you cast a spell for an alternate cost, each opponent loses 1 life and you gain 1 life. 1/3
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Counter target spell.
Landfall— If a land entered the battlefield under your control this turn, exile that spell instead. |
Defender
: 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
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Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Benthidrix Expedition.
Remove three quest counters from Benthidrix Expedition and sacrifice it: Tap up to three target creatures. Those creatures don't untap during their controllers' next untap step. |
Kalastria Marshes enters the battlefield tapped.
When Kalastria Marshes enters the battlefield, target creature gains lifelink until end of turn. : Add to your mana pool. |
Menace
Otherworldly— Whenever a player casts a spell that's one or more colors, that player discards a card. 10/8
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Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Guum Wilds Expedition.
Remove two quest counters from Guum Wilds Expedition and sacrifice it: Return up to one target creature or land card from your graveyard to your hand. |
Whenever Makindi Lieutenant or another Ally enters the battlefield under your control, target Ally creature gets +1/+1 and gains first strike until end of turn.
1/2
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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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Whenever Cavern Surrakar blocks, it gets +2/+2 until end of turn.
Kor adventurers say that a vast tunnel system lies under the wilds of Bala Ged, but if such tunnels do exist, they remain unexplored due to the surrakar who dwell in the caverns of the Guum Wilds
2/1
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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.) |
Enchant creature
Enchanted creature gets +0/+1 and has hexproof. The Joraga value survival above all else, casting out those who are a threat to their nation.
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Titan's Wrath
(rare)
Steppe Drake
(uncommon)
Anowon's Trapweaver
(uncommon)
Utter Denial
(uncommon)
Molten Ravager
(common)
Benthidrix Expedition
(common)
Kalastria Marshes
(common)
Mindbreaker Monstrosity
(common)
Guum Wilds Expedition
(common)
Makindi Lieutenant
(common)
Grotag Torchbearer
(common)
Cavern Surrakar
(common)
Turtle Umbra
(common)
Joraga Cloak
(common)
Plains
(basic)






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