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—
• Command the Flames deals 2 damage to target creature or player. • Draw two cards, then discard two cards. • Exile the top two cards of your library. Until end of turn, you may play those cards. • Put a 3/1 red Elemental creature token with haste onto the battlefield. |
Landfall— Whenever a land enters the battlefield under your control, draw a card.
2/5
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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. |
Whenever Makindi Lieutenant deals combat damage to a creature, put a 1/1 white Soldier creature token onto the battlefield.
Whenever Makindi Lieutenant deals combat damage to a player, draw a card. 2/3
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Choose one—
• Tap up to one target creature. • Put a 1/1 blue Merfolk creature token onto the battlefield. • Untap target land. |
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Defender
Whenever another creature with defender enters the battlefield under your control, Murasa Wall Guardian deals 1 damage to target creature. 1/5
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Destroy target nonblack creature. Its controller loses 2 life.
Legends still tell of the day explorers found murdered kor strewn about Thunder Gap, many hanging from their own hooked ropes.
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Bloodscent— As long as an opponent has 10 or less life, Bloodcrazed Minotaur gets +1/+1 and has first strike.
2/2
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Whenever Tajuru Ranger or another Ally enters the battlefield under your control, add
to your mana pool.1/3
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Landfall— Whenever a land enters the battlefield under your control, you may tap target creature with flying.
1/3
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Defender
Whenever Kabira Mystic blocks, you gain 3 life. 3/3
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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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Equipped creature gets +1/+0 and has flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
Menace
Otherworldly— Whenever a player casts a spell that's one or more colors, that player discards a card. 10/8
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Command the Flames
(rare)
Sea Gate Mystic
(uncommon)
Vampiric Instinct
(uncommon)
Makindi Lieutenant
(uncommon)
Halimar Charm
(common)
Murasa Wall Guardian
(common)
Hideous End
(common)
Bloodcrazed Minotaur
(common)
Tajuru Ranger
(common)
Ensnaring Vines
(common)
Kabira Mystic
(common)
Sudden Gale
(common)
Kitesail
(common)
Mindbreaker Monstrosity
(common)
Island
(basic)





