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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Prowess
Other Merfolk creatures you control get +1/+1 and have prowess. 2/3
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Landfall— Whenever a land enters the battlefield under your control, choose one—
• Put a 1/1 green Elf creature token onto the battlefield. • Add to your mana pool.
• Put a +1/+1 counter on target creature. 1/3
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Menace
Whenever Ravaging Null becomes blocked by a creature, that creature gets -1/-1 until end of turn. 2/2
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, Sacrifice a creature: Target player loses 2 life.1/2
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Target creature that's one or more colors gets -3/-3 until end of turn. When that creature dies this turn, put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has, "Sacrifice this creature: Add
to your mana pool." |
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Defender
Whenever Fort Keff Survivors blocks, put a +1/+1 counter on it. 1/3
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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. |
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. |
Kicker
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Target creature gets +2/+2 until end of turn. If Animist's Invocation was kicked, put two +1/+1 counters on that creature. |
Counter target spell. Put a 1/1 blue Merfolk creature token onto the battlefield.
The lullmages of Tazeem never waste an opportunity to train a younger merfolk in the art of denial.
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Enchant creature
Enchanted creature gets +1/+0 for each Mountain you control and has first strike. |
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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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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Up to two target creatures each get -3/-0 until end of turn.
Merfolk of the Sea Gate, the largest city in the Halimar Sea, constantly find new ways of defending their home against frequent attacks from drakes and other monstrosities.
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Lord of Halimar
(rare)
Sylvan Shaman
(uncommon)
Ravaging Null
(uncommon)
Suicide Drone
(uncommon)
Otherworldly Feeding
(common)
Fort Keff Survivors
(common)
Thunder Gap Expedition
(common)
Vastwood Grove
(common)
Animist's Invocation
(common)
Lullmage's Decree
(common)
Claws of Valakut
(common)
Kazandu Falcon
(common)
Evangel's Shield
(common)
Tidal Tactics
(common)
Island
(basic)







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