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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Abandoned Outpost enters the battlefield tapped.
: Add or to your mana pool.
![]() ![]() : Abandoned Outpost becomes a 3/4 white and black Elemental creature with lifelink until end of turn. It's still a land. |
As an additional cost to cast Survivor's Ingenuity, discard two cards.
Draw three cards. Survivor's Ingenuity deals 1 damage to you. |
Return up to two target creatures to their owners' hands.
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Eldrazi Spawn creatures you control get +1/+1 and have deathtouch.
Whenever you sacrifice a creature, add to your mana pool.1/3
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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.
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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. |
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
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, : Tap target creature.Many a skyfisher can be seen catching flying game with hooked ropes in the Makindi Trenches.
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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
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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
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If three or more creatures with power 2 or less are attacking you, you may pay
rather than pay Bloodbriar Trap's mana cost.
Bloodbriar Trap deals 1 damage to each creature you don't control. |
Target creature gains flying until end of turn.
Draw a card. Often, violent gales and storms are attributed to the Roil, but the merfolk of Tazeem believe them to be the meddling of Cosi, the god of trickery.
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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. |
Choose one—
• Tap up to one target creature. • Put a 1/1 blue Merfolk creature token onto the battlefield. • Untap target land. |
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Abandoned Outpost
(rare)
Survivor's Ingenuity
(uncommon)
Into the Void
(uncommon)
Master of the Nest
(uncommon)
Magma Rift
(common)
Gyre Trap
(common)
Ulamog's Destroyer
(common)
Skyfisher's Ropes
(common)
Weathered Wanderers
(common)
Grazing Gladehart
(common)
Bloodbriar Trap
(common)
Sudden Gale
(common)
Stoneforge Charm
(common)
Halimar Charm
(common)
Forest
(basic)
: Add
or
to your mana pool.


to your mana pool.