Isocholite: Virtual Booster
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| Mechanics | Skeleton | 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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When Parada, Nomad Fer enters the battlefield, put two 1/1 colorless Nomad creature tokens onto the battlefield.
Other colorless creatures you control get +1/+1 and have indestructible. 4/4
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![]() : Simian Smasher gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn.3/3
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Enchant creature
When Training Session enters the battlefield, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step. At the beginning of your upkeep, put a +1/+1 counter on enchanted creature. : Untap enchanted creature, then sacrifice Training Session. |
Morph
![]() (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.)
Whenever Seer of Havengrove or another creature you control with morph is turned face up, draw a card. 1/3
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Menace (This creature can't be blocked, except by two or more creatures.)
The vampires that remain on Ischolite's surface roam the wastes, spurned by human civilizations.
1/2
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Equipped creature gets +3/+1.
Battleguard's Axe's equip ability costs if it targets a white creature.
Equip ![]() |
![]() , : Untap target face-down creature. That creature gets +2/+1 until end of turn. 2/1
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Counter target spell that's one or more colors unless its controller pays
."It's nearly impossible to cast a spell in the Grey on a good day, let alone in a sandstorm! I gotta know how those Wastewalkers do it."
-- Irlin, Nevillion Salvager |
Enchant nonland permanent
Enchanted permanent can't attack or block, and its activated abilities can't be activated. "In a different world, we may have lived together in peace. But times are harsh, and they demand that we must be, too."
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Put a 1/1 white Soldier creature token onto the battlefield.
Salvage 1 (If you would draw a card, you may instead exile 1 other cards from your graveyard, then return this card from your graveyard to your hand.) |
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"The Battleguard consider us an untrained rabble, but the people of Goldhollow know better. We know better."
3/1
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Nomad Mystic has flying as long as you control a blue creature.
2/2
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Its flesh and muscle have long since rotted away, but just the skeleton can do what most necromancers need just fine.
2/8
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Target player loses 1 life and you gain 1 life.
Salvage 1 (If you would draw a card, you may instead exile 1 other cards from your graveyard, then return this card from your graveyard to your hand.) |
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Parada, Nomad Fer
(rare)
Simian Smasher
(uncommon)
Training Session
(uncommon)
Seer of Havengrove
(uncommon)
Wasteland Prowler
(common)
Battleguard's Axe
(common)
Shadowed Agent
(common)
Howling Wind
(common)
*Suppression Bonds
(common)
Enlistment
(common)
Skirmisher Corps
(common)
Nomad Mystic
(common)
Boneyard Thrasher
(common)
Thousandth Cut
(common)
Plains
(basic)


: Simian Smasher gets +2/+2 and gains trample until end of turn. Activate this ability only once each turn.
: Untap target face-down creature. That creature gets +2/+1 until end of turn.
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