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.
 M 
Planeswalker – Kiora
+1: Until your next turn, creatures your opponents control get -2/-0. If you control a blue creature with power 6 or greater, those creatures get -3/-0 instead.
-3: Search your library for a blue creature card and put it onto the battlefield tapped, then shuffle your library.
-7: You get an emblem with, "Creatures you control have flying and islandwalk" and "Nonbasic lands are Islands."
5
 U 
Creature – Drake
Flying
Steppe Drake can only block creatures with flying.
3/3
 U 
Creature – Elemental
Trample
Fury of the Wilds gets +1/+1 for each land you control.
1/1
 U 
Creature – Vampire Rogue
Deathtouch
When Malakir Backstabber enters the battlefield, each opponent discards a card.
1/4
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike.
 C 
Instant
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.
 C 
Creature – Vampire Assassin
Bloodscent— As long as an opponent has 10 or less life, Ghet Assassin gets +1/+1 and has lifelink and deathtouch.
2/1
 C 
Enchantment
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Thunder Gap Expedition.
Remove three quest counters from Thunder Gap Expedition and sacrifice it: Put two 3/1 red Elemental creature tokens with haste onto the battlefield.
 C 
Artifact
{3}, {t}: Tap target creature.
Many a skyfisher can be seen catching flying game with hooked ropes in the Makindi Trenches.
 C 
Artifact – Equipment
Equipped creature gets +0/+3.
Equip {3}
Some mystics of the Kabira Conservatory craft their shields from shards of the very hedrons they once worshipped.
 C 
Sorcery
Kicker {w}{w}
Exile target artifact or creature. Its controller gains 5 life unless Dawnglare Ray was kicked.
 C 
Creature – Human Soldier
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
 C 
Creature – Merfolk Wizard
Whenever you cast an instant or sorcery spell, Disciple of Cosi gets +1/+1 until end of turn.
2/2
 C 
Creature – Elf Druid
{2}{g}, {t}: 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
Island
 
 B 
Basic Land – Island

Kiora, Summoner of the Depths (mythic)
Steppe Drake (uncommon)
Fury of the Wilds (uncommon)
Malakir Backstabber (uncommon)
Claws of Valakut (common)
Hideous End (common)
Ghet Assassin (common)
Thunder Gap Expedition (common)
Skyfisher's Ropes (common)
Evangel's Shield (common)
Dawnglare Ray (common)
Guardian of Fort Keff (common)
Disciple of Cosi (common)
Mul Daya Animist (common)
Island (basic)