Code Geass archive: Virtual Booster
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Mechanics |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, gain 4 life.
2/4
|
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn and you've only had one combat phase this turn, untap all creatures you control. After this phase, there is an additional combat phase.
4/4
|
Target opponent chooses one —
• You sacrifice a creature and draw three cards. • You draw two cards. |
Haste
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, that player discards a card. 3/2
|
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
Subjugated creature loses first strike, trample and deathtouch. 2/2
|
Loyalty (Whenever another creature you control would die, you may sacrifice this creature instead.)
1/1
|
Leadership (When this creature enters the battlefield, each creature you control gets +1/+1 until end of turn.)
2/2
|
Flash
Enchant nonland permanent When Gefjun Disturber enters the battlefield, tap enchanted permanent and remove it from combat. Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated. |
Oppression (This creature can't be blocked by creatures with toughness 1. Whenever this creature attacks, put a 1/1 red Rebel creature token onto the battlefield under defending player's control.)
3/2
|
Revolution — Whenever another Rebel enters the battlefield under your control, target creature can't block this turn.
2/2
|
Subjugate (You may pair this creature with another unpaired creature an opponent controls when either enters the battlefield. They remain paired for as long as both are on the battlefield.)
: Tap subjugated creature. 1/1
|
Sabotage creatures — Whenever a creature enters the battlefield under your opponent's control, you may reveal Black Knight Informant from your hand and pay . If you do, cast it without paying its mana cost.
3/2
|
Subversive Infiltrator can't be blocked by creatures with greater power.
Overthrow — At the beginning of your postcombat main phase, if an opponent was dealt 4 or more combat damage this turn, each player puts the top five cards of his or her library into his or her graveyard. 1/1
|
Set in Motion (: Exile this card face down from your hand with two time counters on it. At the beginning of your upkeep, remove a time counter. While it has exactly one time counter, you may cast it without paying its mana cost. Set in Motion only as a sorcery.)
If you control a Mountain or a Plains, target creature gets +1/+0 and gains first strike until end of turn. |
Led by Example – Whenever Inspired Protectors attacks or blocks along with a creature with greater power, regenerate target creature.
1/3
|
Supply Thieves
(common, foil)
Rebel Strategist
(rare)
Informational Gambit
(uncommon)
Vicious Terrorist
(uncommon)
Enforcer of the Peace
(uncommon)
Devoted Soldiers
(common)
Harsh Taskmaster
(common)
Gefjun Disturber
(common)
Kewell Soresi
(common)
Insurgent Pathfinder
(common)
Detainment Officer
(common)
Black Knight Informant
(common)
Subversive Infiltrator
(common)
Plan for Ambush
(common)
Inspired Protectors
(common)