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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Draw cards equal to the number of Merfolk you control.
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Search your library for up to three land cards and reveal them. Put all basic land cards revealed this way onto the battlefield tapped and put the rest into your hand, then shuffle your library.
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Landfall— Whenever a land enters the battlefield under your control, Irikal Swiftclaw gets +1/+1 and gains lifelink until end of turn.
2/2
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If one or more land cards are in your graveyard, you may pay
![]() rather than pay Sinkhole Trap's mana cost.
Destroy target creature. It can't be regenerated. |
Target colorless creature gets +2/+2 and gains trample until end of turn.
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Enchant creature
Enchanted creature gets +5/+5 and can't attack unless defending player controls an Island. Totem Armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
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
to your mana pool." |
Equipped creature gets +0/+3.
Equip ![]() Some mystics of the Kabira Conservatory craft their shields from shards of the very hedrons they once worshipped.
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Choose one—
• Target equipped creature gets +1/+1 and gains first strike until end of turn. • You gain 3 life. • Attach target Equipment you control to target creature you control. |
Destroy target artifact or enchantment.
When Nissa shattered the hedron holding the broods captive, she thought they would flee Zendikar, but instead they wreaked havoc across her homeplane.
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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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, : Tap target creature.Many a skyfisher can be seen catching flying game with hooked ropes in the Makindi Trenches.
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Whenever Cavern Surrakar blocks, it gets +2/+2 until end of turn.
Kor adventurers say that a vast tunnel system lies under the wilds of Bala Ged, but if such tunnels do exist, they remain unexplored due to the surrakar who dwell in the caverns of the Guum Wilds
2/1
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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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Lore of the Depths
(rare)
Scout the Wilds
(uncommon)
Irikal Swiftclaw
(uncommon)
Sinkhole Trap
(uncommon)
Otherworldly Strength
(common)
Serpent Umbra
(common)
Otherworldly Feeding
(common)
Evangel's Shield
(common)
Stoneforge Charm
(common)
Naturalize
(common)
Fort Keff Ironblade
(common)
Skyfisher's Ropes
(common)
Cavern Surrakar
(common)
Hound Umbra
(common)
Plains
(basic)







: Tap target creature.