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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Creatures you control get +3/+2 and gain protection from all colors until end of turn.
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First Strike
Whenever Vanquisher of Ancients or another Ally enters the battlefield under your control, Ally creature you control gain first strike until end of turn. 2/2
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Flying
Steppe Drake can only block creatures with flying. 3/3
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Lifelink
Bloodscent— As long as an opponent has 10 or less life, Kalastria Noble gets +1/+1 and has deathtouch. 2/2
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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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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.
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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
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When Halimar Squadron enters the battlefield, if it was kicked, put two 1/1 blue Merfolk creature tokens onto the battlefield. 2/2
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Target player loses 3 life and you gain 3 life. If you control a Vampire, instead that player loses 4 life and you gain 4 life.
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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
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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. |
When Surrakar Wanderer enters the battlefield, scry 1.
Even brave adventuring groups know to steer cleer of the limestone hills of Bala Ged.
1/2
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Enchant creature
Enchanted creature gets +0/+1 and has hexproof. The Joraga value survival above all else, casting out those who are a threat to their nation.
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Search your library for a basic Plains card and put it into your hand. If you control an untapped land, you gain 2 life.
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Merciless Assault
(rare)
Vanquisher of Ancients
(uncommon)
Steppe Drake
(uncommon)
Kalastria Noble
(uncommon)
Evangel's Shield
(common)
Hideous End
(common)
Makindi Trenches
(common)
Halimar Squadron
(common)
Thirst for Blood
(common)
Guardian of Fort Keff
(common)
Thunder Gap Expedition
(common)
Surrakar Wanderer
(common)
Joraga Cloak
(common)
Nomad's Journey
(common)
Island
(basic)





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