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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(Cards with flash type can be played at any time.)
Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.) |
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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Target player draws two cards and loses 2 life. (Choose the target as you cast this spell.)
Little agonies pave the way to greater power.
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(Cards with instant type can be played at any time.)
Destroy target creature. "No matter how busy my schedule gets, I always try to take time for that personal touch."
—Queen Marchesa |
Target creature gets +2/+2 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
The shield took a year to craft, a month to enchant, and a decade to master—all for one glorious moment.
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Vigilance (Attacking doesn't cause this creature to tap.)
It's easier to draft some giants than to build watchtowers for your lookouts wherever you camp.
3/3
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When an opponent casts a spell, sacrifice Lunar Force and counter that spell. (Nonland cards, including creatures, are cast as spells. A spell that's countered has no effect and is put into its owner's graveyard.)
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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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Creatures you control gain haste until end of turn. (They can attack and
even if they just came under your control.)Great generals inspire by example. Goblin chieftains inspire by electrifying the barracks.
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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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Defender (This creature can't attack.)
When Chained Ogre enters the battlefield, each player loses 4 life. They know what they are chained up for.
4/4
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Flying (This creature can't be blocked except by creatures with flying or reach.)
First strike (This creature deals combat damage before creatures without first strike.) 2/2
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Vicious Raptor has first strike as long as it is attacking.
2/2
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When Shaman of Spring enters the battlefield, draw a card.
Some shamanic sects advocate the different seasons, each working to preserve nature's cycles.
2/2
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Enchant creature
Enchanted creature gets +2/+2 and has lifelink. "Through your sacrifice of self, you become holy. Through your strength, all will be saved."
—From the Rite of Redemption |
Pounce
(uncommon, foil)
Muraganda Petroglyphs
(rare)
Sign in Blood
(uncommon)
Murder
(uncommon)
Adamant Will
(uncommon)
Giant Conscript
(common)
Lunar Force
(common)
Falkenrath Reaver
(common)
Burst of Speed
(common)
Wildwood Geist
(common)
Chained Ogre
(common)
Razorfoot Griffin
(common)
Vicious Raptor
(common)
Shaman of Spring
(common)
Mark of the Vampire
(common)





even if they just came under your control.)