Battle for Zendikar: Virtual Booster
| Battle for Zendikar: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
Landfall— Whenever a land enters the battlefield under your control, you may gain 2 life.
"Don't be fooled. If it were as docile as it looks, it would've died off long ago."
—Yon Basrel, Oran-Rief survivalist 2/2
|
Haste
Sacrifice a Mountain: Put a 3/1 red Elemental creature token with haste onto the battlefield and Spire Elemental deals 3 damage to you. Sacrifice that token at the beginning of the next end step. 4/3
|
Put two 1/1 blue Merfolk creature tokens onto the battlefield.
Draw two cards. |
Landfall— Whenever a land enters the battlefield under your control, put a 1/1 green Elf creature token onto the battlefield.
1/3
|
Prowess
When Coralhelm Warrior enters the battlefield, draw a card if you control another Merfolk. 2/1
|
|
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.
|
Bloodscent— Whenever Malakir Adventurer or another Ally enters the battlefield under your control, if an opponent has 10 or less life, up to one target Ally creature you control gets +1/+1 and gains menace until end of turn.
3/2
|
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.) |
Whenever Weathered Wanderers or another Ally enters the battlefield under your control, if you control an untapped land, put a +1/+1 counter on Weathered Wanderers.
0/1
|
Choose one—
• Tap up to one target creature. • Put a 1/1 blue Merfolk creature token onto the battlefield. • Untap target land. |
|
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. |
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.) |
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.
|
Vastwood Grove enters the battlefield tapped.
When Vastwood Grove enters the battlefield, target creature gains trample until end of turn. : Add to your mana pool. |
|
Grazing Gladehart
(common, foil)
Spire Elemental
(rare)
Sea Gate Ambush
(uncommon)
Tajuru Branchrunner
(uncommon)
Coralhelm Warrior
(uncommon)
Magma Rift
(common)
Malakir Adventurer
(common)
Serpent Umbra
(common)
Weathered Wanderers
(common)
Halimar Charm
(common)
Gyre Trap
(common)
Griffin Umbra
(common)
Unstable Faults
(common)
Vastwood Grove
(common)
Island
(basic)





: Add