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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First Strike
Other Ally creatures you control get +1/+0 and have first strike. Whenever Akoum Forgemaster or another Ally enters the battlefield under your control, that creature gains haste until end of turn if you control an artifact. 4/3
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Deathtouch
When Malakir Backstabber enters the battlefield, each opponent discards a card. 1/4
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Hunter's Longbow enters the battlefield with four arrow counters on it.
Tap an untapped creature you control and remove an arrow counter from Hunter's Longbow: Hunter's Longbow deals 1 damage to target creature. |
Search your library for up to three land cards and reveal them. Put all basic land cards revealed this way onto the battlefield tapped and put the rest into your hand, then shuffle your library.
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Landfall— Whenever a land enters the battlefield under your control, you may tap target creature with flying.
1/3
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Counter target noncreature spell unless its controller pays
."There's a hole in your plan."
—Noyan Dar, Tazeem lullmage |
If you control a Kor creature, you may pay
rather than pay Grappling Hook Trap's mana cost.
Remove up to two target creatures from combat. |
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. |
Deathtouch
Landfall— Whenever a land enters the battlefield under your control, you may sacrifice Bala Ged Scorpion. If you do, target player loses 2 life. 1/1
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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. |
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Whenever Jwar Isle Wayfinder or another Ally enters the battlefield under your control, look at the top card of your library. If it's an Island, you may reveal it and put it into your hand.
1/2
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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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Whenever Tajuru Ranger or another Ally enters the battlefield under your control, add
to your mana pool.1/3
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Defender
: Molten Ravager gets +1/+0 until end of turn.Although inhospitable to most life forms, Akoum's mountain ranges are home to dangerous fire elementals.
0/4
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Akoum Forgemaster
(rare)
Malakir Backstabber
(uncommon)
Hunter's Longbow
(uncommon)
Scout the Wilds
(uncommon)
Ensnaring Vines
(common)
Spell Pierce
(common)
Grappling Hook Trap
(common)
Vampire's Bite
(common)
Guul Draz Scorpion
(common)
Vastwood Grove
(common)
Jwar Isle Wayfinder
(common)
Guardian of Fort Keff
(common)
Tajuru Ranger
(common)
Molten Ravager
(common)
Swamp
(basic)






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