Isolation: Virtual Booster
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| Mechanics |
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 Cruel Mastiff attacks the defending player may gain control of target creature you control other than Cruel Mastiff.
Cruel Mastiff gets +1/+0 for each creature you own but don't control. 3/4
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When Holy Traitor enter the battlefield you may untap one land you control.
If that land could produce put a 1/1 green saproling token onto the battlefield."Rok-Byn forgive me, but I believe this order is more natural than our simple cycle of life and death."
2/1
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Ironwood comes into play tapped.
: Add to your mana pool.
As long as Ironwood is on the battlefield all basic forests you control are indestructible. |
: Add to your mana pool.
![]() ![]() ![]() : Creatures with flying that you control gain +1/+2 until end of turn. |
For every 1 life you lose target creature gains +2/+1 until end of turn.
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- sacrifice Cemetery Bomb: each creature in your graveyard is an artifact in addition to its other types until end of turn. |
Counter target spell unless its controller discards a non-land card from his or her hand.
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Reveal the top card of your library. If that card is an instant add it to your hand.
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When Plague Baron dies return a zombie from your graveyard to the battlefield unless a player sacrifices a creature with a -1/-1 counter on it.
2/2
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Flying
When Lingering Ghost exits the battlefield put a 1/1 black spirit token with flying onto the battlefield. No one knows what it was in, when it died, or who killed it, but it pursues us all.
2/1
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You may return Hibernating Grizzlies to your hand during your endste if Hibernating Grizzlies is tapped.
2/2
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Vengeful Dust attacks each turn if able.
Other red, blue, and white creatures you control lose defender. The earth is filled with too much blood for him to accept peace.
3/2
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The next creature that enters the battlefield this turn enters with three +1/+1 counters.
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Flash, Vigilance
1/4
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Cruel Mastiff
(rare)
Holy Traitor
(uncommon)
Ironwood
(uncommon)
Flight Path
(uncommon)
Organic Ambiance
(common)
Cemetery Bomb
(common)
Geyser Blast
(common)
Cyclone Vision
(common)
Plague Baron
(common)
Lingering Ghost
(common)
Hibernating Grizzlies
(common)
Vengeful Dust
(common)
Summoning Kick
(common)
Patrol Scout
(common)
Forest
(basic)




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