Isocholite: Virtual Booster

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Mechanics | Skeleton | Limited Archetypes
Printable
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.
 R 
Creature – Kraken Horror
Devoid (This card has no color.)
As long as Sand Kraken is untapped, it has hexproof.
Whenever Sand Kraken attacks, tap each creature defending player controls.
Isocholite has very little in the way of oceans. Creatures that resemble sea life dwell deep within the Gray Waste, eagerly devouring any unfortunate explorer that crosses their path.
Illus. R
5/5
 U 
Creature – Elemental
Flying
At the beginning of combat on each player's turn, you may tap up to one target creature with flying.
"It ain't lightning the Skysailers fear during storms."
-- Havric, Battleguard Captain
4/4
 U 
Creature – Human Scout
{t}: Tap target creature.
The Grey Wastes are completely barren, and allow sentries to spot intruders from miles away. Harrier squadrons take care of the rest.
0/2
 U 
Land
Eroded Temple enters the battlefield tapped.
{t}: Add {u} to your mana pool.
When Eroded Temple is put into a graveyard from the battlefield, draw a card.
 C 
Creature – Human Nomad
Nomad Mystic has flying as long as you control a blue creature.
2/2
 C 
Sorcery
Erg Raid deals 4 damage to target creature. Put a 1/1 red Goblin creature token onto the battlefield.
 C 
Creature – Vampire
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
 C 
Creature – Beast
First strike
Morph {5}{w} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)
3/4
 C 
Creature – Spirit
When Goldhollow Sanctifier dies, you gain 3 life.
Salvage 2 (If you would draw a card, you may instead exile 2 other cards from your graveyard, then return this card from your graveyard to your hand.)
1/1
 C 
Enchantment – Aura
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."
 C 
Sorcery
Creatures you control gain flying until end of turn.
Salvage 4 (If you would draw a card, you may instead exile 4 other cards from your graveyard, then return this card from your graveyard to your hand.)
 C 
Creature – Human Wizard
Whenever Nevillion Thoughtsnipe attacks, target player puts the top card of their library into their graveyard.
Salvage 2 (If you would draw a card, you may instead exile 2 other cards from your graveyard, then return this card from your graveyard to your hand.)
2/1
 C 
Creature – Wall
Whenever Bloodtithe Barrier blocks, each opponent loses 1 life.
0/4
 C 
Artifact – Equipment
Equipped creature has "{t}: Draw a card."
Scholar's Scroll's equip ability costs {1} if it targets a blue creature.
Equip {2}
Plains
 
 B 
Basic Land – Plains

Sand Kraken (rare)
Gale Elemental (uncommon)
Goldhollow Sentry (uncommon)
Eroded Temple (uncommon)
Nomad Mystic (common)
Erg Raid (common)
Wasteland Prowler (common)
Wasteland Rumbler (common)
Goldhollow Sanctifier (common)
*Suppression Bonds (common)
Ride the Winds (common)
Nevillion Thoughtsnipe (common)
Bloodtithe Barrier (common)
Scholar's Scroll (common)
Plains (basic)