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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Defender
Each creature you control with defender has, " : This creature deals 2 damage to target attacking creature."2/5
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Lifelink
Landfall— Whenever a land enters the battlefield under your control, Felidar Ancient gets +1/+2 until end of turn. 3/3
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Landfall— Whenever a land enters the battlefield under your control, choose one—
• Put a 1/1 green Elf creature token onto the battlefield. • Add to your mana pool.
• Put a +1/+1 counter on target creature. 1/3
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Kicker
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Spire Avalanche deals 3 damage to target player. If Spire Avalanche was kicked, Spire Avalanche deals 5 damage to that player instead. |
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Kicker
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When Halimar Squadron enters the battlefield, if it was kicked, put two 1/1 blue Merfolk creature tokens onto the battlefield. 2/2
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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 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." |
Kicker
Mountainwalk When Kor Cliffwalker enters the battlefield, if it was kicked, put a 1/1 white Kor creature token with mountainwalk onto the battlefield. 1/1
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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. |
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Kicker
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Target creature gets +2/+2 until end of turn. If Animist's Invocation was kicked, put two +1/+1 counters on that creature. |
Menace
Otherworldly— Whenever a player casts a spell that's one or more colors, that player discards a card. 10/8
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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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, , Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. |
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Tafol, Captain of the Guard
(rare)
Battle Engineer
(uncommon)
Felidar Ancient
(uncommon)
Sylvan Shaman
(uncommon)
Spire Avalanche
(common)
Halimar Squadron
(common)
Bloodbriar Trap
(common)
Otherworldly Feeding
(common)
Kor Cliffwalker
(common)
Tazeem Enclave
(common)
Animist's Invocation
(common)
Mindbreaker Monstrosity
(common)
Sudden Gale
(common)
Expedition Map
(common)
Island
(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.


