Ant: Virtual Booster

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This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
 M 
Legendary Creature – Dwarf Druid
Gevin gets +1/+1 for each card you own in exile.
If a card you own would leave exile, you may have it remain in exile instead.
"I've seen visions of an endless cavern with luminescence indescribable. It must be real, and I must find it."
1/1
 U 
Creature – Wurm
Earthbreaker Wurm can't be blocked by more than one creature.
4/4
 U 
Enchantment – Aura
Enchant Creature
Enchanted creature gets +2/+0 and gains Burrow
When enchanted creature burrows, exile Badger Claws. Return it to the battlefield attached to that creature when it is returned to the battlefield.
 U 
Enchantment
When Numeric Advantage enters the battlefield, create a 2/2 red and white Dwarf creature token with Squadron
Creatures in attacking bands you control have Menace.
 C 
Creature – Goblin
Cavern Goblin attacks each combat if able.
Menace
1/2
 C 
Creature – Beast Horror
Skulk (This creature can't be blocked by creatures with greater power.)
Menace
2/1
 C 
Creature – Salamander
Skulk (This creature can't be blocked by creatures with greater power.)
{u}: Cavern Salamander gets -1/+1 until end of turn.
3/2
 C 
Creature – Serpent
Defender
Whenever an artifact enters the battlefield under your control, Irongullet Serpent loses defender until end of turn.
6/6
 C 
Instant
Flaring Spear deals 1 damage to any target. Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
{1}{b}
 
 C 
Sorcery
Destroy target creature with power 2 or less.
 C 
Artifact – Equipment
Equip {2}
Equipped creature gets +1/+1 and has Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
 C 
Creature – Horror
Trample
3/4
 C 
Instant
Destroy target tapped creature.
Illuminate (Exile the top card of your library. You may play that card as long as it is in exile. At the beginning of your upkeep, put an illuminated card you own into your graveyard.)
 C 
Artifact – Equipment
Equipped creature gets +2/+2 and can't block.
Equip {3}
Plains
 
 B 
Basic Land – Plains
 T 
Token Creature – Hydra
Squadron (Any creatures with squadron, and up to one without, can attack in a band. Bands are blocked as a group.)
When Hydra Head dies, if Tunnel Hydra is still on the battlefield, create two tapped tokens that are a copy of Hydra Head.
2/1

Gevin, Light-Touched (mythic)
Earthbreaker Wurm (uncommon)
Badger Claws (uncommon)
Numeric Advantage (uncommon)
Cavern Goblin (common)
Creeping Cavebeast (common)
Cavern Salamander (common)
Irongullet Serpent (common)
Flaring Spear (common)
Defeat (common)
Rallying Banner (common)
Crushing Horror (common)
Dazzling Retribution (common)
Copper Carapace (common)
Plains (basic)
Hydra Head (token)