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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Sea Gate Fortress enters the battlefield tapped.
: Add or to your mana pool.
![]() ![]() : Sea Gate Fortress becomes a 2/2 blue and red Elemental creature with flying and haste until end of turn. It's still a land. |
Landfall— Whenever a land enters the battlefield under your control, draw a card.
2/5
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Defender
Other creatures you control with defender get +0/+2. 3/4
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Flying
Steppe Drake can only block creatures with flying. 3/3
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Equipped creature gets +1/+0 and has flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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Lifelink
Bloodscent— As long as an opponent has 10 or less life, Guul Draz Aristocrat gets +1/+0 and has flying. 1/1
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Whenever Grotag Torchbearer or another Ally enters the battlefield under your control, Ally creatures you control get +1/+0 until end of turn.
2/1
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Kicker
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Exile target artifact or creature. Its controller gains 5 life unless Dawnglare Ray was kicked. |
Trample
Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter. 2/2
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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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Landfall— Whenever a land enters the battlefield under your control, tap up to one target non-Island land.
3/2
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Trample
The needlelike Skyfang Mountains are inhabited by all manner of ravenous beasts, making them perilous for explorers and Eldrazi alike.
5/5
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Choose one—
• Target equipped creature gets +1/+1 and gains first strike until end of turn. • You gain 3 life. • Attach target Equipment you control to target creature you control. |
Kicker
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Target creature gets +3/+0 until end of turn. If Vampire's Bite was kicked, that creature gains lifelink until end of turn. |
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Sea Gate Fortress
(rare)
Sea Gate Mystic
(uncommon)
Affa Armorsmith
(uncommon)
Steppe Drake
(uncommon)
Kitesail
(common)
Guul Draz Aristocrat
(common)
Grotag Torchbearer
(common)
Dawnglare Ray
(common)
Graypelt Hunter
(common)
Benthidrix Expedition
(common)
Tideforce Elemental
(common)
Skyfang Baloth
(common)
Stoneforge Charm
(common)
Vampire's Bite
(common)
Plains
(basic)
: Add
or
to your mana pool.




