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.
 R 
Land
Bloodbriar Thicket enters the battlefield tapped.
{t}: Add {b} or {g} to your mana pool.
{2}{b}{g}: Bloodbriar Thicket becomes a 2/5 black and green Plant creature with deathtouch until end of turn. It's still a land.
 U 
Creature – Merfolk Warrior
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
 U 
Creature – Griffin
Flying, Lifelink
3/2
 U 
Creature – Jellyfish
Flying, Defender
Deadly fungi are not the only peril to those who explore the hilltops of the Tangled Vale.
2/3
 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
 C 
Creature – Plant
Landfall— Whenever a land enters the battlefield under your control, you may tap target creature with flying.
1/3
 C 
Creature – Elemental
Defender
{r}: 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
 C 
Sorcery
Target creature that's one or more colors gets -3/-3 until end of turn. When that creature dies this turn, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has, "Sacrifice this creature: Add {1} to your mana pool."
 C 
Creature – Bird
Flying
Noble falcons patrol the steppes and plateaus of Kazandu, keeping a watchful eye on the monstrosities that grow restless below.
2/2
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+3 and has deathtouch.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
 C 
Land
Vastwood Grove enters the battlefield tapped.
When Vastwood Grove enters the battlefield, target creature gains trample until end of turn.
{t}: Add {g} to your mana pool.
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+3 and has flying and vigilance.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
 C 
Creature – Merfolk Scout Ally
Whenever Jwar Isle Wayfinder or another Ally enters the battlefield under your control, look at the top card of your library. If it's an Island, you may reveal it and put it into your hand.
1/2
 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.
Plains
 
 B 
Basic Land – Plains

Bloodbriar Thicket (rare)
Halimar Stalwart (uncommon)
Ondu Sentinel (uncommon)
Hedron Gomazoa (uncommon)
Tajuru Ranger (common)
Ensnaring Vines (common)
Molten Ravager (common)
Otherworldly Feeding (common)
Kazandu Falcon (common)
Crocodile Umbra (common)
Vastwood Grove (common)
Griffin Umbra (common)
Jwar Isle Wayfinder (common)
Vampire's Bite (common)
Plains (basic)