Code Geass archive: Virtual Booster
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Mechanics |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
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.)
When subjugated creature dies, return it to the battlefield under your control. 2/3
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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.)
Subjugated creature gets -2/-0. 1/1
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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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Regenerate target creature. You gain control of that creature if it regenerates this way.
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When Britannian Beachstormers enters the battlefield, put a sabotage counter on target land you don't control.
Undermine – Whenever a sabotaged permanent you don't control untaps, its controller loses 1 life. 3/2
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First strike
Entitlement 1 (When Cocky Knight enters the battlefield, you may exile a permanent you control until Cocky Knight leaves the battlefield. If you do, put a +1/+1 counter on Cocky Knight.) 1/1
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Leadership (When this creature enters the battlefield, each creature you control gets +1/+1 until end of turn.)
2/2
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Target opponent chooses one —
• You sacrifice a creature and put three 1/1 white Fighter creature tokens with flying onto the battlefield. • You put three 1/1 white Soldier creature tokens onto the battlefield. |
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 Swamp or a Forest, regenerate target creature you control and draw a card. |
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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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.)
When target attacking creature deals combat damage to a player this turn, draw three cards then discard a card. |
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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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. |
First strike
Overthrow_A (This costs less to cast for each creature you attacked with this turn.) 3/1
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Silvertongued Prince
(rare)
Occupation Grunts
(common)
Vicious Imperialist
(common)
Debt of Loyalty
(uncommon)
Britannian Beachstormers
(none)
Cocky Knight
(common)
Harsh Taskmaster
(common)
Material Gambit
(uncommon)
Plan for Survival
(none)
Black Knight Informant
(common)
Incursion Force
(common)
Plan for Infiltration
(none)
Bloodthirsty Skyknight
(common)
Gefjun Disturber
(common)
Blade of the People
(common)