Sienira's Facets: Virtual Booster
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Mechanics | The Facets Of Sienira | Keyword Mechanics | FAQ |
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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Untap target creature. Until end of turn, that creature gains first strike and becomes an artifact, enchantment, and land in addition to its other types.
Draw a card. Peering through the sudden glare, each onlooker saw what they desired most.
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![]() ![]() Don't cross him unless you have a very sturdy helmet.
1/2
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Choose one – X target creatures gain swampwalk until end of turn; or X target lands become Swamps until end of turn.
Many gang members are happy to get dirty if it's necessary for the mission... or even if it isn't.
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Whenever you cast a sorcery spell, Chapel-Roof Creeper gets +2/+2 until end of turn.
Each new unholy anthem causes it to grow new tendrils.
3/2
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Equip
![]() Equipped creature gets +1/+1 and has vigilance. A dwarven captain's helmet lets him keep abreast of tactical developments on all sides at once.
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When Journeyman Falconwright enters the battlefield, put a 1/1 Bird artifact creature token with flying onto the battlefield.
Crafting a brass falcon is part of Tanith's standard apprenticeship programme.
2/2
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Flying
When Condri Glass-Peeker deals combat damage to a player, look at that player's hand. "I've always loved peering into places – isn't it great I found people who'd pay me to do it?"
3/1
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Flash
Enchant creature Enchanted creature gets +2/+2. Not all gladewardens are as obsessed with aesthetics as Atine. Some are happy with augments of a more brutal and direct kind.
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Whenever an enchantment enters the battlefield under your control, Gladetender Panther gets +2/+2 until end of turn.
No rodents will damage Atine's ornamental gardens.
3/2
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Flash
![]() "I don't care what your problem is, a good polearm will always help!"
1/1
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Whenever a land enters the battlefield under your control, Territorial Wildman gets +2/+2 until end of turn.
"Why stay away? Long, ragged hair, a dangerous bond with the crags he lives in, and he stinks. Next question?"
2/1
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Scuraspire Borderguard gets +1/+1 as long as you have a sorcery card in your graveyard.
Scuraspire Borderguard gets +1/+1 as long as you have an instant card in your graveyard. 2/2
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Friend of the Firebeast
(rare)
Hellfire Cathedral
(uncommon)
Ubiquitous Strike
(uncommon)
Flint Levitator
(uncommon)
Plunge into Muck
(common)
Chapel-Roof Creeper
(common)
Helm of Awareness
(common)
Journeyman Falconwright
(common)
Condri Glass-Peeker
(common)
Savage Strength
(common)
Gladetender Panther
(common)
Halberd Evangelist
(common)
Territorial Wildman
(common)
Scuraspire Borderguard
(common)
Forest
(basic)