Shattered Kingdom: Virtual Booster
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| Mechanics | Skeleton |
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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Whenever a non-artifact creature enters the battlefield under a player's control, that player loses 1 life.
If one has no business, punish them for being useless.
1/1
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Flying
During your main phase you may tap an untapped creature you control: Choose one — • Mushussu gets +1/+0 until end of turn. • Mushussu deals 1 damage to target creature. 5/5
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Until end of turn target creature and each creature that shares a color with it can't block unless their controller pays
for each creature.The lack of discipline in Matafawwiq's supporters was so stunning it left Ashber's forces open to their attack.
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Heads in the Second World enters the battlefield with X +1/+1 counters.
Remove a +1/+1 counter from Heads in the Second World: Heads in the Second World gains deathtouch until end of turn. 1/1
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Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Rageshell Warrior. You may cast that creature for
more for the remainder of the game.)
If Rageshell Warrior's wildmight exiles a red or green creature Rageshell Warrior gains trample & haste until end of turn. 2/2
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Look at the top 3 cards of your library. Put one into your hand and exile the rest. When you exile a creature card this way, target creature you control gains flying until end of turn.
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Warning (As you cast this spell any player may pay 2 life. If they do, exile this spell. At the beginning of your next upkeep put this creature onto the battlefield).
Reach When Horizon Bowman enters the battlefield deal 2 damage to target creature. 6/3
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Until end of turn, creatures that would enter the battlefield are blank (Until end of turn that creature loses all abilities.).
Too many voices turn into an unintelligible buzz.
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Wildmight (Exile a creature from your hand: Put a +1/+1 counter on Newborn Manticore. You may cast that creature for
more for the remainder of the game).
Whenever Newborn Manticore's wildmight exiles a creature card with a power of 2 or less, creatures with a power of 2 or less can't block Newborn Manticore until end of turn. 2/1
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Creatures you control gain first strike until end of turn, then put a +1/+1 counter on each artifact creature you control.
Ashber's friendship to Rikkar paid off.
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Vigilance
Pureflesh Recruit costs less to cast if an artifact creature another player controlled died this turn.Amid the instability the Pureflesh community grew more bold and confident.
3/3
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: Until end of turn, you may spend mana as though it were mana of any type to activate equip and implant abilities of target artifact.
, sacrifice Rewiring Node: Draw a card. |
Warning (As you cast this spell any player may pay 2 life. If they do, exile this spell. At the beginning of your next upkeep put this creature onto the battlefield).
Sacrifice Cyberwilds Ram: Target creature gains menace until end of turn. 4/3
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Discard a card at random. If an instant or sorcery was discarded this way draw two cards. Otherwise, target creature gets +4/+0 until end of turn.
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Glass Palace Advisor
(common, foil)
Mushussu
(rare)
Confused Defenses
(uncommon)
Heads in the Second World
(uncommon)
Rageshell Warrior
(uncommon)
Fanciful Vision
(common)
Horizon Bowman
(common)
Formless Crowd
(common)
Newborn Manticore
(common)
Outflank
(common)
Pureflesh Recruit
(common)
Rewiring Node
(common)
Cyberwilds Ram
(common)
Pretentious Poetry
(common)
Island
(basic)



for each creature.



: Until end of turn, you may spend mana as though it were mana of any type to activate equip and implant abilities of target artifact.