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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Banefire deals X damage to target creature or player. (Spend any amount of mana for
. For example, if you spend ![]() to cast Banefire, it deals 3 damage.)
If X is 5 or more, Banefire can't be countered by spells or abilities and the damage can't be prevented. |
![]() : Return Reassembling Skeleton from your graveyard to the battlefield tapped. (Tapped creatures can't block.)1/1
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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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Return target sorcery card from your graveyard to your hand.
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Whenever Benalish Veteran attacks, it gets +1/+1 until end of turn.
"One day I will rest and join my comrades in the afterlife, but not while scum like you still sully this world."
2/2
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"Feeding a normal army is a problem of logistics. With zombies, it is an asset. Feeding is why they fight. Feeding is why they are feared."
—Jadar, ghoulcaller of Nephalia 2/2
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Enchant creature
Enchanted creature gets +3/+3. "When the beast cloaks itself in the mighty oak, what good is a bow? When the oak wraps itself around the snarling beast, what good is a hatchet?"
—Dionus, elvish archdruid |
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Some travellers arranged for trained animals as tooth-and-claw escorts, not expecting to be walayed by tooth-and-claw trouble.
1/1
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Enchant creature
Enchanted creature gets +2/+2 and has vigilance. (Attacking doesn't cause it to tap.) Stand your post for duty. Stand your ground for honor.
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A spike and a maul are needed to crack their shells, but the taste is worth the effort.
0/4
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The herd's patience, the stampede's fury.
2/3
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Goblins you control and Elementals you control have menace. (They can't be blocked except by two or more creatures.)
"As far as I can tell, that frog dangling from the stick serves absolutely no purpose whatsoever."
—Gaddock Teeg 2/2
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Sea Monster can't attack unless defending player controls an Island.
Water is life. Or perhaps it is just something to wash it down with.
6/6
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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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Great Sandwurm can't be blocked by creatures with power 2 or less.
"Great, but I've seen greater."
-Thomvi, sand-watcher 6/6
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Banefire
(rare)
Reassembling Skeleton
(uncommon)
Adamant Will
(uncommon)
Déjà Vu
(uncommon)
Benalish Veteran
(common)
Walking Corpse
(common)
Oakenform
(common)
Crossroads Vampire
(common)
Marked by Honor
(common)
Kraken Hatchling
(common)
Minotaur Warrior
(common)
Caterwauling Boggart
(common)
Sea Monster
(common)
Wildwood Geist
(common)
Great Sandwurm
(common)




