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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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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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. |
When Tin Tinkerer enters the battlefield, return any number of cards name Tin Soldier from your graveyard to the battlefield.
3/3
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(Cards with instant type can be played at any time.)
Counter target noncreature spell. |
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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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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Equipped creature has flying.
Equip ( : Attach to target creature you control. Equip only as a sorcery.)Flotsam held together by optimism.
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One thing's for sureāhis fists are harder than your skull.
4/4
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Vigilance (Attacking doesn't cause this creature to tap.)
As long as Tireless Knight is equipped, it has first strike. 2/2
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<TODO>
7/7
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Menace (This creature can't be blocked except by two or more creatures.)
Foul Mass can't block 3/3
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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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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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Target creature gets +4/+4 until end of turn.
Get in touch with your inner monster.
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You may discard a card. If you do, draw two cards.
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Sea Monster
(common, foil)
Banefire
(rare)
Tin Tinkerer
(uncommon)
Negate
(uncommon)
Sign in Blood
(uncommon)
Lunar Force
(common)
Cobbled Wings
(common)
Bonebreaker Giant
(common)
Tireless Knight
(common)
Colossal Carnivore
(common)
Foul Mass
(common)
Giant Conscript
(common)
Chained Ogre
(common)
Monstrous Growth
(common)
Rummage
(common)








