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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Other Kor creatures you control get +2/+2 for each Equipment attached to Armament Master.
"We prepare for the known with daggers, rations, rope, and pitons. But we also prepare for the unknown with billycat tails, pikku roots, hedron chips . . ."
2/2
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Defender
Other creatures you control with defender get +0/+2. 3/4
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You gain X life, where X is twice the number of lands you control.
Landfall— If a land entered the battlefield under your control this turn, draw a card. |
Draw two cards.
Landfall— If a land entered the battlefield under your control this turn, scry 1. |
Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Unstable Faults. If you do, it deals 4 damage to target creature without flying.
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If two or more creatures without flying are attacking you, you may pay
![]() rather than pay Quicksand Trap's mana cost.
Each attacking creature without flying gets -1/-2 until end of turn. |
Choose one—
• Tap up to one target creature. • Put a 1/1 blue Merfolk creature token onto the battlefield. • Untap target land. |
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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Target colorless creature gets +2/+2 and gains trample until end of turn.
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Search your library for a basic Plains card and put it into your hand. If you control an untapped land, you gain 2 life.
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Makindi Trenches enters the battlefield tapped.
When Makindi Trenches enters the battlefield, target creature gains flying until end of turn. : Add to your mana pool. |
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike. |
Equipped creature gets +3/+1 and attacks each turn if able.
Equip ![]() |
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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Armament Master
(rare)
Affa Armorsmith
(uncommon)
Journeyer's Salvation
(uncommon)
Loremaster's Insight
(uncommon)
Unstable Faults
(common)
Quicksand Trap
(common)
Halimar Charm
(common)
Surrakar Wanderer
(common)
Otherworldly Strength
(common)
Nomad's Journey
(common)
Makindi Trenches
(common)
Claws of Valakut
(common)
Bloodstained Cudgel
(common)
Joraga Cloak
(common)
Forest
(basic)






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