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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When Vent Elemental enters the battlefield, it deals 1 damage to each creature without flying.
4/2
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Deathtouch
When Malakir Backstabber enters the battlefield, each opponent discards a card. 1/4
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Green creatures you control have protection from colorless.
![]() : Put a +1/+1 counter on target green creature. |
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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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. |
Landfall— Whenever a land enters the battlefield under your control, you may put a quest counter on Turntimber Expedition.
Remove three quest counters from Turntimber Expedition and sacrifice it: Put four +1/+1 counters on target creature. If a land entered the battlefield under your control this turn, put an additional +1/+1 counter on that creature. |
![]() , : Target Forest becomes a 1/1 green Elemental creature until end of turn. It's still a land.Mul Daya shamans practice ancient rituals to allow them to commune with Obuun, the Everliving One.
0/1
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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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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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Lifelink
Bloodscent— As long as an opponent has 10 or less life, Guul Draz Aristocrat gets +1/+0 and has flying. 1/1
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Target colorless creature gets +2/+2 and gains trample until end of turn.
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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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Haste
Whenever Affa Piker or another Ally enters the battlefield under your control, target Ally creature gets +1/+0 until end of turn. 1/1
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Titan's Wrath
(rare)
Vent Elemental
(uncommon)
Malakir Backstabber
(uncommon)
Survivors' Shelter
(uncommon)
Vastwood Grove
(common)
Thunder Gap Expedition
(common)
Turntimber Expedition
(common)
Mul Daya Animist
(common)
Lullmage's Decree
(common)
Sudden Gale
(common)
Guul Draz Aristocrat
(common)
Otherworldly Strength
(common)
Kazandu Falcon
(common)
Affa Piker
(common)
Forest
(basic)






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