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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Defender, First Strike
Other creatures you control with defender get +1/+1 and have first strike. : Creatures you control with defender can attack this turn as though they didn't have defender. Those creatures gain vigilance until end of turn.4/3
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Defender, Lifelink
Whenever another creature with defender enters the battlefield under your control, Unwavering Veteran deals 1 damage to target creature or player. 2/4
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Menace
Bloodscent— As long as an opponent has 10 or less life, Vampire creatures you control get +1/+1 and have deathtouch. 3/3
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Eldrazi Spawn creatures you control get +1/+1 and have deathtouch.
Whenever you sacrifice a creature, add to your mana pool.1/3
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Flying
Protection from colorless Swift birds of prey are often seen flying through the hedron-filled trenches of Makindi, snatching up the unsuspecting rabbit, lizard, or goblin.
1/1
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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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Bloodscent— As long as an opponent has 10 or less life, Ghet Assassin gets +1/+1 and has lifelink and deathtouch.
2/1
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Makindi Trenches enters the battlefield tapped.
When Makindi Trenches enters the battlefield, target creature gains flying until end of turn. : Add to your mana pool. |
Kicker
Return target creature to its owner's hand. If Return to Eternity was kicked, draw a card. |
Target creature you control fights target creature you don't control.
The top of Ondu's food chain, baloths of the Turntimber forest leap from tree to tree searching for prey.
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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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If you control a colorless nonartifact creature, you may sacrifice a creature and pay
rather than pay Gyre Trap's mana cost.
Target player sacrifices an attacking creature that's one or more colors. |
Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Unstable Faults. If you do, it deals 4 damage to target creature without flying.
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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.) |
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Tafol, Captain of the Guard
(rare)
Unwavering Veteran
(uncommon)
Nirkana Shadowstalker
(uncommon)
Master of the Nest
(uncommon)
Hedron-Threader Hawk
(common)
Fort Keff Ironblade
(common)
Ghet Assassin
(common)
Makindi Trenches
(common)
Return to Eternity
(common)
Law of the Wild
(common)
Evangel's Shield
(common)
Gyre Trap
(common)
Unstable Faults
(common)
Griffin Umbra
(common)
Island
(basic)


: Creatures you control with defender can attack this turn as though they didn't have defender. Those creatures gain vigilance until end of turn.

