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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Defender, First Strike
Other creatures you control with defender get +1/+1 and have first strike. : Creatures you control with defender can attack this turn as though they didn't have defender. Those creatures gain vigilance until end of turn.4/3
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If one or more land cards are in your graveyard, you may pay
![]() rather than pay Sinkhole Trap's mana cost.
Destroy target creature. It can't be regenerated. |
Target creature gets +2/+1 and gains lifelink until end of turn.
Bloodscent— If an opponent has 10 or less life, that creature also gains flying and deathtouch until end of turn. |
Haste
When Tuktuk Chargers enters the battlefield, put a 1/1 red Goblin creature token onto the battlefield. 2/2
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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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Flying
When Hedron-Field Abomination enters the battlefield, choose one— • Put a 0/1 colorless Eldrazi Spawn creature token onto the battlefield. It has, "Sacrifice this creature: Add to your mana pool."
• Target player discards a card. 2/3
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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 Ally creature you control gains protection from the color of your choice until end of turn.0/1
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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. |
Kicker
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Exile target artifact or creature. Its controller gains 5 life unless Dawnglare Ray was kicked. |
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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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Enchant creature
Enchanted creature gets +5/+5 and can't attack unless defending player controls an Island. Totem Armor (If enchanted creature would be destroyed, instead remove all damage from it and destroy this Aura.) |
Put two 1/1 red Goblin creature tokens onto the battlefield.
A Lavastep goblin's skin is often so gnarled and gray that he can hide among the rocks unseen, waiting for unsuspecting travelers to pass by.
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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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Tafol, Captain of the Guard
(rare)
Sinkhole Trap
(uncommon)
Vampiric Instinct
(uncommon)
Tuktuk Chargers
(uncommon)
Tajuru Ranger
(common)
Hedron-Field Abomination
(common)
Bloodbriar Trap
(common)
Kor Shieldmate
(common)
Tazeem Enclave
(common)
Dawnglare Ray
(common)
Tidal Tactics
(common)
Serpent Umbra
(common)
Lavastep Ambush
(common)
Ensnaring Vines
(common)
Swamp
(basic)


: Creatures you control with defender can attack this turn as though they didn't have defender. Those creatures gain vigilance until end of turn.


to your mana pool.