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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Each player who controls a creature that's one or more colors loses 4 life, then destroy each creature that's one or more colors.
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Landfall— Whenever a land enters the battlefield under your control, draw a card.
2/5
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Each creature that's one or more colors gets -3/-3 until end of turn.
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When Eldrazi Slavedriver enters the battlefield, put X 0/1 colorless Eldrazi Spawn creature tokens onto the battlefield. Those creatures have "Sacrifice this creature" Add
to your mana pool."
Otherworldly— Whenever a player casts a spell that's one or more colors, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has, "Sacrifice this creature: Add to your mana pool."2/4
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Tazeem Enclave enters the battlefield tapped.
When Tazeem Enclave enters the battlefield, up to two target creatures gain hexproof until end of turn. : Add to your mana pool. |
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Whenever you cast an instant or sorcery spell, Disciple of Cosi gets +1/+1 until end of turn.
2/2
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Lifelink
Bloodscent— As long as an opponent has 10 or less life, Guul Draz Aristocrat gets +1/+0 and has flying. 1/1
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Put two 1/1 red Goblin creature tokens onto the battlefield.
A Lavastep goblin's skin is often so gnarled and gray that he can hide among the rocks unseen, waiting for unsuspecting travelers to pass by.
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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.) |
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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Defender
Whenever Fort Keff Ironblade or another creature you control with defender blocks, Fort Keff Ironblade gets +1/+0 and gains first strike until end of turn. 0/2
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Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter. 2/2
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Landfall— Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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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Titan's Wrath
(rare)
Sea Gate Mystic
(uncommon)
Shadow of the Titan
(uncommon)
Eldrazi Slavedriver
(uncommon)
Tazeem Enclave
(common)
Disciple of Cosi
(common)
Guul Draz Aristocrat
(common)
Lavastep Ambush
(common)
Crocodile Umbra
(common)
Grappling Hook Trap
(common)
Fort Keff Ironblade
(common)
Graypelt Hunter
(common)
Adventuring Gear
(common)
Kazandu Falcon
(common)
Mountain
(basic)





to your mana pool."
: Add 