Battle for Zendikar: Virtual Booster

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Limited Archetypes
Printable
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.
 R 
Creature – Elemental
Trample
Landfall— Whenever a land enters the battlefield under your control, destroy up to one target artifact or enchantment, then put a +1/+1 counter on Bramblecrush Elemental.
4/4
 U 
Instant
You gain X life, where X is twice the number of lands you control.
Landfall— If a land entered the battlefield under your control this turn, draw a card.
 U 
Creature – Plant
Protection from colorless
3/3
 U 
Creature – Goblin Soldier
Haste
When Tuktuk Chargers enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield.
2/2
 C 
Creature – Human Soldier Ally
Haste
Whenever Affa Piker or another Ally enters the battlefield under your control, target Ally creature gets +1/+0 until end of turn.
1/1
 C 
Creature – Human Soldier Ally
Whenever Makindi Lieutenant or another Ally enters the battlefield under your control, target Ally creature gets +1/+1 and gains first strike until end of turn.
1/2
 C 
Creature – Merfolk Wizard
Whenever you cast an instant or sorcery spell, Disciple of Cosi gets +1/+1 until end of turn.
2/2
 C 
Instant
Put two 1/1 red Goblin creature tokens onto the battlefield.
A Lavastep goblin's skin is often so gnarled and gray that he can hide among the rocks unseen, waiting for unsuspecting travelers to pass by.
 C 
Creature – Eldrazi
Trample
Otherworldly— Whenever a player casts a spell that's one or more colors, Ulamog's Destroyer deals 1 damage to that player.
9/7
 C 
Land
Tazeem Enclave enters the battlefield tapped.
When Tazeem Enclave enters the battlefield, up to two target creatures gain hexproof until end of turn.
{t}: Add {u} to your mana pool.
 C 
Artifact – Equipment
Landfall— Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
 C 
Enchantment – Aura
Enchant creature
Enchanted creature gets +2/+3 and has deathtouch.
Totem armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.)
 C 
Creature – Antelope
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
 C 
Instant – Trap
If you control a colorless nonartifact creature, you may sacrifice a creature and pay {b} rather than pay Gyre Trap's mana cost.
Target player sacrifices an attacking creature that's one or more colors.
Plains
 
 B 
Basic Land – Plains

Bramblecrush Elemental (rare)
Journeyer's Salvation (uncommon)
Graypelt Bramble (uncommon)
Tuktuk Chargers (uncommon)
Affa Piker (common)
Makindi Lieutenant (common)
Disciple of Cosi (common)
Lavastep Ambush (common)
Ulamog's Destroyer (common)
Tazeem Enclave (common)
Adventuring Gear (common)
Crocodile Umbra (common)
Grazing Gladehart (common)
Gyre Trap (common)
Plains (basic)