Portal of New New World Order: Virtual Booster
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| Mechanics | Skeleton |
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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Creatures with no abilities get +2/+2.
Some mages forsake their scrolls and libraries to learn at the feet of ancient trees and sacred stones.
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Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. (It can attack and
this turn.)She learned a tragic lesson that day: even the purest can be corrupted when the heart's emotions are twisted.
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(Cards with instant type can be played at any time.)
Counter target noncreature spell. |
Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)
Bone, stone . . . both taste the same to a hungry basilisk.
3/5
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Wildwood Geist gets +2/+2 as long as it's your turn.
The geists that dwell in the deep forests of Kessig are as untamable as the woods themselves.
3/3
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You gain 5 life. (A player's life total may go over their starting life total.)
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In the dim light beneath the vast trees of Deepglade, baloths prowl in search of prey. Their guttural calls are more felt than heard, but their attack scream carries for miles.
4/4
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You may discard a card. If you do, draw two cards.
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Exile target nonland permanent until its controller's next end step.
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Scry 2, then draw two cards. You lose 2 life. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
The dead know lessons the living haven't learned.
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"Each day there are new reports of homes along Getander Pass and Hofsaddel falling to vampires of a more savage nature. I've even heard tell that Anje Falkenrath has returned. Please send whatever help you can."
—Sterin Gorn, letter to Thalia 2/2
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The turning of the tide always begins with one soldier's decision to head back into the fray.
2/2
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Flying (This creature can't be blocked except by creatures with flying or reach.)
Carrion Crow enter the battlefield tapped. When carrion feeds on carrion, dark days approach.
2/2
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Enchant creature
Enchanted creature gets +2/+2 and has flying. (It can't be blocked except by creatures with flying and/or reach.) "River and sea, jungle and sky. Water flows freely between the two halves of the world. We are creatures of the water."
—Shaper Tuvasa |
"Trust me, you don't want to make those things angry."
2/4
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Muraganda Petroglyphs
(rare)
Act of Treason
(uncommon)
Negate
(uncommon)
Greater Basilisk
(uncommon)
Wildwood Geist
(common)
Nectar
(common)
Rumbling Baloth
(common)
Rummage
(common)
Misplace
(common)
Read the Bones
(common)
Falkenrath Reaver
(common)
Glory Seeker
(common)
Carrion Crow
(common)
One With the Wind
(common)
Disgruntled Badger
(common)


this turn.)
