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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(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 |
(Cards with instant type can be played at any time.)
Target creature gets +3/+3 until end of turn. |
(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.) |
When Bloodcurse Ogre enters the battlefield, each player loses 3 life.
3/3
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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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Creatures you control with power 2 can't be blocked this turn.
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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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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 |
Some bog witches practice the strange art of batrachomancy, reading portents in the number, size, and color of warts on a toad's hide.
2/3
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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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Tap all creatures with the name of your choice.
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The herd's patience, the stampede's fury.
2/3
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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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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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Muraganda Petroglyphs
(rare)
Murder
(uncommon)
Giant Growth
(uncommon)
Pounce
(uncommon)
Bloodcurse Ogre
(common)
Wildwood Geist
(common)
Two Sneaky
(common)
Great Sandwurm
(common)
Mark of the Vampire
(common)
Witch's Familiar
(common)
Marked by Honor
(common)
Bow Before Light
(common)
Minotaur Warrior
(common)
Kraken Hatchling
(common)
Rumbling Baloth
(common)





