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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Enchanted creature gets +3/+3 for each creature with defender on the battlefield.
To stop fighting, meant an end to the only life that so many Embark soldiers knew.
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Enchanted creature can't attack or block.
Creatures with the same converted mana cost as enchanted creature can't attack or block. |
Put a +1/+1 counter on Anticipating Ghost during your endstep if Anticipating Ghost didn't attack.
2/3
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Destroy target creature and land. Cast Fiery End only if you control more lands than all other players.
Ovilar made sure that Trachol could never return a second time.
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All creatures opponents control get -1/-0 during the combat phase.
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Put a +1/+1 counter on all creatures you control with a converted mana cost of 2 or less.
Swarm (This spell may be cast for free is a spell with the same CMC was cast the same turn.) |
Wither
Well, if I wasn't so busy keeping my troop alive and negotiating minor peace treaties with Embark, Eor clans, and the Nantuko, then maybe I would have had time to join the battle.
1/3
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When Bonebuster attacks discard a card from your hand and lose 4 life.
Broken bones and broken laws!
3/1
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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. |
Sacrifice Shock Troops: Shock Troops deals 2 damage to target creature or player.
War is a conflict that determines not who is right—but who is left.
2/2
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Exile two zombies from your graveyard in addition to paying Zombine's other costs. Put a 5/5 black zombie token onto the battlefield.
"This one's got arms. That one has legs. Hey, now it's a mino-centaur."- Sissile, student of Abringon.
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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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Separate all creatures you control into two piles. Your opponent chooses one of them. All creatures in that pile gain flying until end of turn. All creatures in the other pile gain shroud until end of turn.
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The next creature that enters the battlefield this turn enters with three +1/+1 counters.
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Warmonger's Rage
(rare)
Glorious Peace
(uncommon)
Anticipating Ghost
(uncommon)
Fiery End
(uncommon)
Poetic Ambiance
(common)
Victory Glow
(common)
Lagging Loxodon
(common)
Bonebuster
(common)
Cemetery Bomb
(common)
Shock Troops
(common)
Zombine
(common)
Hibernating Grizzlies
(common)
Heaven's Ascension
(common)
Summoning Kick
(common)
Mountain
(basic)




