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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Each player who controls a creature that's one or more colors loses 4 life, then destroy each creature that's one or more colors.
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Deathtouch
When Malakir Backstabber enters the battlefield, each opponent discards a card. 1/4
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As an additional cost to cast Geomancer's Strike, sacrifice a land.
Geomancer's Strike deals 4 damage to target creature or player. |
Prowess
When Coralhelm Warrior enters the battlefield, draw a card if you control another Merfolk. 2/1
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Defender
Whenever Kabira Mystic blocks, you gain 3 life. 3/3
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Whenever you cast an instant or sorcery spell, Disciple of Cosi gets +1/+1 until end of turn.
2/2
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Destroy target artifact or enchantment.
When Nissa shattered the hedron holding the broods captive, she thought they would flee Zendikar, but instead they wreaked havoc across her homeplane.
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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. |
First strike, defender
Fort Keff, a camp with its back to the wall of a great canyon, was the safest haven in all of Akoum until it was destroyed by the brood of Emrakul.
3/2
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Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Unstable Faults. If you do, it deals 4 damage to target creature without flying.
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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. |
Landfall— Whenever a land enters the battlefield under your control, equipped creature gets +2/+2 until end of turn.
Equip ( : Attach to target creature you control. Equip only as a sorcery.) |
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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Titan's Wrath
(rare)
Malakir Backstabber
(uncommon)
Geomancer's Strike
(uncommon)
Coralhelm Warrior
(uncommon)
Kabira Mystic
(common)
Disciple of Cosi
(common)
Naturalize
(common)
Bloodbriar Trap
(common)
Guardian of Fort Keff
(common)
Unstable Faults
(common)
Otherworldly Feeding
(common)
Tazeem Enclave
(common)
Adventuring Gear
(common)
Sudden Gale
(common)
Swamp
(basic)






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