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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Landfall— Whenever a land enters the battlefield under your control, tap up to two target permanents, then untap up to two target permanents.
3/4
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Vent Explosion deals 4 damage to target creature without flying.
Landfall— If a land entered the battlefield under your control this turn, Vent Explosion deals 2 damage to that creature's controller. |
Flying, haste
4/4
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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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When Nest Invader enters the battlefield, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has "Sacrifice this creature: Add
to your mana pool."2/2
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As an additional cost to cast Magma Rift, sacrifice a land.
Magma Rift deals 5 damage to target creature. The magma rifts of Akoum can roast an unsuspecting explorer in the day as quickly as the rocky ground can freeze one at night.
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Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike. |
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. |
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. |
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Benthidrix Expedition.
Remove three quest counters from Benthidrix Expedition and sacrifice it: Tap up to three target creatures. Those creatures don't untap during their controllers' next untap step. |
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Enchant creature
Enchanted creature gets +2/+4. Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
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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Flying
Landfall— Whenever a land enters the battlefield under your control, if that land is a Swamp, Hagra Shade gets +1/+1 until end of turn. 2/3
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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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Tideforce Sovereign
(rare)
Vent Explosion
(uncommon)
Volcanic Dragon
(uncommon)
Scout the Wilds
(uncommon)
Nest Invader
(common)
Magma Rift
(common)
Claws of Valakut
(common)
Grappling Hook Trap
(common)
Tazeem Enclave
(common)
Benthidrix Expedition
(common)
Turtle Umbra
(common)
Kazandu Falcon
(common)
Hagra Tormentor
(common)
Sudden Gale
(common)
Plains
(basic)






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