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.
 M 
Instant
Magmatic Awakening deals 5 damage to target creature or player. Until end of turn, lands you control become 3/1 red Elemental creatures with haste.
 U 
Instant
Target creature gets +2/+1 and gains lifelink until end of turn.
Bloodscent— If an opponent has 10 or less life, that creature also gains flying and deathtouch until end of turn.
 U 
Creature – Elemental
Landfall— Whenever a land enters the battlefield under your control, tap target creature.
2/5
 U 
Creature – Elemental
When Vent Elemental enters the battlefield, it deals 1 damage to each creature without flying.
4/2
 C 
Instant
Kicker {2}{b}
Target creature gets +3/+0 until end of turn. If Vampire's Bite was kicked, that creature gains lifelink until end of turn.
 C 
Enchantment – Aura
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.)
 C 
Creature – Antelope
Landfall— Whenever a land enters the battlefield under your control, you may gain 2 life.
"Don't be fooled. If it were as docile as it looks, it would've died off long ago."
—Yon Basrel, Oran-Rief survivalist
2/2
 C 
Creature – Vampire Noble
Lifelink
Bloodscent— As long as an opponent has 10 or less life, Guul Draz Aristocrat gets +1/+0 and has flying.
1/1
 C 
Instant
Target colorless creature gets +2/+2 and gains trample until end of turn.
 C 
Creature – Merfolk Soldier
Whenever Halimar Lieutenant deals combat damage to a player, you may pay {1}. If you do, draw a card.
2/1
 C 
Creature – Kor Soldier Ally
{w}, {t}: Target Ally creature you control gains protection from the color of your choice until end of turn.
0/1
 C 
Instant – Trap
If two or more creatures are attacking you, you may pay {4}{u} rather than pay Swiftcurrent Trap's mana cost.
Put up to two target creatures on top of their owners' libraries.
 C 
Artifact – Equipment
Equipped creature gets +1/+2. As long as equipped creature is an Ally, it has first strike and vigilance.
Equip {3}
 C 
Creature – Elf Scout Ally
Whenever Tajuru Ranger or another Ally enters the battlefield under your control, add {g} to your mana pool.
1/3
Plains
 
 B 
Basic Land – Plains

Magmatic Awakening (mythic)
Vampiric Instinct (uncommon)
Sea Gate Elemental (uncommon)
Vent Elemental (uncommon)
Vampire's Bite (common)
Hound Umbra (common)
Grazing Gladehart (common)
Guul Draz Aristocrat (common)
Otherworldly Strength (common)
Halimar Lieutenant (common)
Kor Shieldmate (common)
Swiftcurrent Trap (common)
Sturdy Blade (common)
Tajuru Ranger (common)
Plains (basic)