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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Choose two—
• Put a 6/6 blue Leviathan creature token onto the battlefield. • Creatures you control gain flying and islandwalk until end of turn. • Until end of turn, all nonbasic lands are Islands. • Draw two cards card. |
Target player discards two cards unless that player discards a nonland, nonartifact colorless card.
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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. |
Flash
Whenever Halimar Stalwart blocks or becomes blocked by a creature, put a 1/1 blue Merfolk creature token onto the battlefield and Halimar Stalwart deals 1 damage to that creature. 1/3
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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.) |
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Bloodscent— Whenever Malakir Adventurer or another Ally enters the battlefield under your control, if an opponent has 10 or less life, up to one target Ally creature you control gets +1/+1 and gains menace until end of turn.
3/2
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Whenever Halimar Lieutenant deals combat damage to a player, you may pay
. If you do, draw a card.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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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. |
If you control a Kor creature, you may pay
rather than pay Grappling Hook Trap's mana cost.
Remove up to two target creatures from combat. |
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Whenever Weathered Wanderers or another Ally enters the battlefield under your control, if you control an untapped land, put a +1/+1 counter on Weathered Wanderers.
0/1
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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.
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![]() , : 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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Creatures you control get +3/+0 until end of turn and attack this turn if able.
Grotag warriors charging into battle chant legends of Gribble, the first Grotag Skrill Tamer.
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Command the Depths
(rare)
Otherworldly Terror
(uncommon)
Kazandu Fortress
(uncommon)
Halimar Stalwart
(uncommon)
Hound Umbra
(common)
Malakir Adventurer
(common)
Halimar Lieutenant
(common)
Guardian of Fort Keff
(common)
Makindi Trenches
(common)
Grappling Hook Trap
(common)
Weathered Wanderers
(common)
Sudden Gale
(common)
Mul Daya Animist
(common)
Grotag Battle Chant
(common)
Mountain
(basic)



: Add
to your mana pool.

