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.
![]() , : 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
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+2: Tap target creature. You gain 2 life.
-2: Put two 2/2 white Knight creature tokens onto the battlefield. -10: You get an emblem with, "Whenever a creature attacks you, put a 2/2 white Knight creature token onto the battlefield blocking that creature. 5
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: Add to your mana pool.
: Add one mana of any color to your mana pool. Spend this mana only to cast Ally spells or activate abilities of Allies. |
, Sacrifice a creature: Target player loses 2 life.1/2
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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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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.) |
When Surrakar Wanderer enters the battlefield, scry 1.
Even brave adventuring groups know to steer cleer of the limestone hills of Bala Ged.
1/2
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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.) |
If three or more creatures with power 2 or less are attacking you, you may pay
rather than pay Bloodbriar Trap's mana cost.
Bloodbriar Trap deals 1 damage to each creature you don't control. |
Equipped creature gets +1/+2. As long as equipped creature is an Ally, it has first strike and vigilance.
Equip ![]() |
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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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Flying
Noble falcons patrol the steppes and plateaus of Kazandu, keeping a watchful eye on the monstrosities that grow restless below.
2/2
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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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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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Mul Daya Animist
(common, foil)
Gideon, Savior of Fort Keff
(mythic)
Kazandu Fortress
(uncommon)
Suicide Drone
(uncommon)
Anowon's Trapweaver
(uncommon)
Turtle Umbra
(common)
Surrakar Wanderer
(common)
Hound Umbra
(common)
Bloodbriar Trap
(common)
Sturdy Blade
(common)
Joraga Cloak
(common)
Kazandu Falcon
(common)
Cavern Surrakar
(common)
Guardian of Fort Keff
(common)
Forest
(basic)


: Target Forest becomes a 1/1 green Elemental creature until end of turn. It's still a land.

