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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Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.)
7/7
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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 |
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.
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Flying (This creature can't be blocked except by creatures with flying or reach.)
3/3
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Tap all creatures with the name of your choice.
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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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Flying (This creature can't be blocked except by creatures with flying or reach.)
Carrion Crow enter the battlefield tapped. When carrion feeds on carrion, dark days approach.
2/2
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The only thing that flows faster than water is fear.
3/3
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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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Enchant creature
Enchanted creature gets +2/+2 and has flying. (It can't be blocked except by creatures with flying and/or reach.) "River and sea, jungle and sky. Water flows freely between the two halves of the world. We are creatures of the water."
—Shaper Tuvasa |
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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The herd's patience, the stampede's fury.
2/3
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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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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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Muraganda Petroglyphs
(rare)
Duskdale Wurm
(uncommon)
Murder
(uncommon)
Act of Treason
(uncommon)
Scythe Wasp
(common)
Bow Before Light
(common)
Rumbling Baloth
(common)
Carrion Crow
(common)
Giant Octopus
(common)
Caterwauling Boggart
(common)
One With the Wind
(common)
Great Sandwurm
(common)
Minotaur Warrior
(common)
Wildwood Geist
(common)
Tireless Knight
(common)





this turn.)