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.
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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
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Whenever you cast a Geass spell that targets a creature an opponent controls, gain control of that creature until end of turn, untap it, and it gains haste until end of turn.
2/2
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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 gets -1/-1. 2/2
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Whenever this creature attacks, bluff for instants. (Defending player chooses one: this creature gets +1/+1 until end of turn; or the next time you cast an instant spell this turn, this creature gets +2/+2 until end of turn.)
1/2
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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
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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.)
Whenever a creature paired with Incursion Force deals combat damage, you gain that much life. 2/4
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Squad (When you cast this, you may search your library for any number of cards named Glasgow RP-11 and put them into your hand. Then shuffle your library.)
Equip nonequipped creature
Equipped creature gets +1/+1. Eject (If equipped creature would be destroyed, instead remove all damage from it and destroy this Equipment.) |
Overwhelm (If you control more creatures than an opponent, this creature gets +1/+1.)
1/2
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Retribution 1 (This creature enters the battlefield with a +1/+1 counter on it if you were dealt damage since your last end step.)
1/3
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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
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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 gets -2/-0. 1/1
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Flying
Entitlement 2 (When Bloodthirsty Skyknight enters the battlefield, you may exile a permanent you control until Bloodthirsty Skyknight leaves the battlefield. If you do, put two +1/+1 counters on Bloodthirsty Skyknight.) 2/2
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Revolution (
: Transform all Rebels you control.)2/1
When this creature transforms into Respected Soldier, target creature can't block this turn.
2/3
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Conquer — Whenever a permanent an opponent controls leaves the battlefield, that player loses 1 life.
2/1
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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 Forest or an Island, untap target creature and it gets +1/+1 until end of turn. |
Rebel Strategist
(rare)
Master Manipulator
(uncommon)
Cruel Viceroy
(uncommon)
Battlefield Tactician
(uncommon)
Black Knight Informant
(common)
Incursion Force
(common)
Glasgow RP-11
(common)
Brutal Oppressor
(common)
Regiment Initiate
(common)
Detainment Officer
(common)
Occupation Grunts
(common)
Bloodthirsty Skyknight
(common)
Freedom Fighter
(common)
Vicious Imperialist
(common)
Plan for Readiness
(common)





: Transform all Rebels you control.)
Creature – Human Soldier