Portal of New New World Order: Virtual Booster
| Portal of New New World Order: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
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.
|
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.
|
(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.) |
(Cards with instant type can be played at any time.)
Counter target noncreature spell. |
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.
|
|
Target creature gets +4/+4 until end of turn.
Get in touch with your inner monster.
|
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.
|
Whenever Plundering Goblin attacks, discard a card. If you do, draw a card.
2/2
|
Creatures you control gain menace until end of turn.
The goblins eastern tribes fashion hideous masks to intimidate their enemies. The wraiths of the western tribes take of their masks for the same reason.
|
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
"Ajani goes where he is needed most and in his name we keep his lands safe."
|
|
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
|
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
|
Exile target nonland permanent until its controller's next end step.
|
Equipped creature gets +1/+1.
Equip ![]() Improvised, yes. Useful though.
|
Jhovalls sharpen their claws on trees—or on Mercadians, if no trees are handy.
3/3
|
Act of Treason
(uncommon, foil)
Muraganda Petroglyphs
(rare)
Pounce
(uncommon)
Negate
(uncommon)
Act of Treason
(uncommon)
Monstrous Growth
(common)
Burst of Speed
(common)
Plundering Goblin
(common)
Horrible Face
(common)
Ajani's Sunstriker
(common)
Sea Monster
(common)
Razorfoot Griffin
(common)
Misplace
(common)
Heavy Club
(common)
Wild Jhovall
(common)

this turn.)


