Shattered Kingdom: Virtual Booster
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.
: Until end of turn, whenever target player draw a card except the first one they draw in each of their draw steps, that player skips that draw unless they pay 4 life.
When knowledge is quantifiable, one can only have so much.
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When Grave Thief enters the battlefield tap target creature if an artifact entered a player's graveyard this turn.
Deceit ((When this leaves the battlefield you may pay . If you do, draw a card).) 2/3
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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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Dissenting Giant attacks each turn if able.
When Dissenting Giant enters the battlefield destroy target artifact with a converted mana cost of 2 or less. 4/2
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Each player loses 3 life. Then, if any player that lost life this way has more life than you creatures you control get +2/+0 until end of turn.
There's no need to be fair when evening the odds.
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Reserve (You may cast this creature for its reserve cost if a creature blocked this turn).
When Desperate Defender enters the battlefield return a creature with converted mana cost 3 or less from your graveyard to the battlefield and another card with converted mana cost 3 or less to your hand. 2/2
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Flash
Deceit (When this leaves the battlefield you may pay . If you do, draw a card). 1/2
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As long as you have at least 5 artifact creatures in your graveyard, deceit triggers cost less.
The nifaya's prices are cheaper than djinn's, so long as one doesn't mind used implants.
2/3
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: Draw a card. Activate this ability only if you have no cards in your hand.
Hide knowledge, make what that knowledge be worked for through endeavor's, don't let it be easily accessible.
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Flying
: The mana costs of activated abilities of up to X target artifacts become until end of turn, where X is the number of cards in your hand. 4/4
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When Impromptu Medic enters the battlefield you may put a +1/+1 counter on target creature that blocked this turn.
A weapon needs someone to wield it, and he'll make sure they keep wielding it.
1/1
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Flying
Equip and implant abilities targeting artifact creatures you control cost less. Whenever an artifact creature becomes equipped or implanted it gains flying and lifelink as long as it's equipped or implanted. 4/5
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Exile each tapped creature you control, then return those creatures to the battlefield under their owner's control.
Without tactics, might is useless.
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Reserve (You may cast this creature for its reserve cost if a creature blocked this turn).
Trample 5/5
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Reserve (You may cast this creature for its reserve cost if a creature blocked this turn).
When Instinctive Tacticial enters the battlefield, draw a card for each creature that blocked this turn. 3/3
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Limited Memory Storage
(uncommon)
Grave Thief
(common)
Fanciful Vision
(common)
Dissenting Giant
(common)
Underdog's Rush
(uncommon)
Desperate Defender
(rare)
Scroll Runner
(common)
Body Looter
(uncommon)
Hidden Scroll
(uncommon)
Rayie, the Enabler
(rare)
Impromptu Medic
(common)
Rikkar's Armorer
(rare)
Regroup
(rare)
Tamed Stallions of Bajr
(common)
Instinctive Tacticial
(rare)