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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Trample, haste, menace
Otherworldly— Whenever a player casts a spell that's one or more colors, that player sacrifices a creature. Whenever a creature dies, put a +1/+1 counter on Carnage Wallower. 8/7
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Whenever Makindi Lieutenant deals combat damage to a creature, put a 1/1 white Soldier creature token onto the battlefield.
Whenever Makindi Lieutenant deals combat damage to a player, draw a card. 2/3
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Defender
Other creatures you control with defender get +0/+2. 3/4
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Whenever you cast a Trap spell, each opponent loses 1 life and you gain 1 life.
Whenever you cast a spell for an alternate cost, each opponent loses 1 life and you gain 1 life. 1/3
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Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Caravan Expedition.
Remove three quest counters from Caravan Expedition and sacrifice it: Put three 1/1 white Kor creature tokens onto the battlefield. |
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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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Landfall— Whenever a land enters the battlefield under your control, you may tap or untap target basic land.
1/2
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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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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. |
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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." |
Tazeem Enclave enters the battlefield tapped.
When Tazeem Enclave enters the battlefield, up to two target creatures gain hexproof until end of turn. : Add to your mana pool. |
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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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. |
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Carnage Wallower
(rare)
Makindi Lieutenant
(uncommon)
Affa Armorsmith
(uncommon)
Anowon's Trapweaver
(uncommon)
Caravan Expedition
(common)
Weathered Wanderers
(common)
Grazing Gladehart
(common)
Hedron Manipulator
(common)
Nomad's Journey
(common)
Thunder Gap Expedition
(common)
Otherworldly Feeding
(common)
Tazeem Enclave
(common)
Tidal Tactics
(common)
Bloodbriar Trap
(common)
Swamp
(basic)





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