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.)
Target creature gets +3/+3 until end of turn. |
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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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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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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Enchant creature
Enchanted creature attacks each combat if able. Cinder mages enjoy seeing their victims in the throes of bloodlust—and seeing the regret that inevitably follows.
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Target creature gets +4/+4 until end of turn.
Get in touch with your inner monster.
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Enchant creature
Enchanted creature can't attack. "Eh, I've done enough work today."
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Gain life equal to the greatest power among creatures you control.
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Each opponent sacrifices an artifact.
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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Potion Courier enters the battlefield, you gain 1 life. 1/1
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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 lifelink. "Through your sacrifice of self, you become holy. Through your strength, all will be saved."
—From the Rite of Redemption |
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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The River Heralds fight to keep all others from reaching the golden city. The city has its own defenses.
3/3
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Muraganda Petroglyphs
(rare)
Giant Growth
(uncommon)
Sign in Blood
(uncommon)
Adamant Will
(uncommon)
Sea Monster
(common)
Bloodshed Fever
(common)
Monstrous Growth
(common)
Complacence
(common)
Means of Survival
(common)
Release the Termites
(common)
Potion Courier
(common)
Crossroads Vampire
(common)
Mark of the Vampire
(common)
Lunar Force
(common)
Gilded Sentinel
(common)





