Gaddgar: Virtual Booster
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| Mechanics | Skeleton | Fossil Supertype and Fossil Turns |
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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Choose one:
-Counter target fossil spell. -Counter target activated or triggered ability of a non-land fossil permanent. |
Skip you draw step: Blindrage Berserker gets +3/+0 and first strike until end of turn.
Don't think, just swing the axe.
2/1
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Stolen Marsh enters the battlefield tapped.
: Add or to your mana pool.
Exile Stolen Marsh: Stolen Marsh gains the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next fossil upkeep. Exile Stolen Marsh: Stolen Marsh loses the Fossil supertype. Return Stolen Marsh to the battlefield at the beginning of your next upkeep. |
Deal 4 damage to target fossil creature. If a creature dealt damage this way would die, exile that creature instead.
Impact ![]() -(![]() : exile Temporal Hammer from your graveyard during your non-fossil turn)- If target player would take an extra turn, Temporal Hammer deals 10 damage to that player instead. |
Gain 4 life and put a +1/+1 counter on up to one target creature you control.
Fossilize ![]() (Add ![]() to your mana pool when it's the same phase during your next fossil turn.) |
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Heritage- Scytheclaw has vigilance (As long a fossil creature sharing a creature type with Scytheclaw is in your graveyard Scytheclaw has heritage)
2/2
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At the beginning of your fossil endstep, if Weary Scelidosaurus is tapped, exile Weary Scelidosaurus and gain 4 life.
Nature knows what the civilized deny.
2/2
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Evidence (This card loses the fossil supertype at the beginning of your fossil endstep. This card gains the fossil supertype at the beginning of your regular endstep.)
Creatures you control get +0/+1. |
Haste
Whenever Swift Plunderer deals combat damage to a player you may exile the top card of your library. Until end of turn you may play that card, if it could possibly be played during the turn. 3/1
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Sacrifice a fossil creature: Comemancer gains indestructible until end of turn.
Bloated and foul, comemancers are always searching for new familiars.
3/3
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At the beginning of each opponent's upkeep that player loses 1 life.
Nothing good ever comes from fighting.
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Relic Raider can't be blocked if you control an artifact.
A lucky find for a lucky strike.
2/2
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(This land can only be played during and only exists during fossil turns.)
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Skip your next combat phase: put a +1/+1 counter on Brachiosaur Hatchling.
Babies of even the great sauropods are vulnerable and need their herds to protect them.
1/3
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Override from the Past
(rare)
Blindrage Berserker
(uncommon)
Stolen Marsh
(uncommon)
Temporal Hammer
(uncommon)
Feasting on Ferns
(common)
Scytheclaw
(common)
Weary Scelidosaurus
(common)
Will to Live
(common)
Swift Plunderer
(common)
Comemancer
(common)
Price of Bloodshed
(common)
Relic Raider
(common)
Ancient Plains
(common)
Brachiosaur Hatchling
(common)
Forest
(basic)

: Add
or
to your mana pool.


