Ulaqat: Virtual Booster
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| Mechanics | Skeleton | Ulaqat Map | Cards that actually have a flavor reference |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Whenever an island enters the battlefield under your control wolves you control gain "this creature can't be blocked until end of turn."
Whenever a forest enters the battlefield under your control create a 2/2 green Wolf token. 3/3
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Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Wandering Mammoth enters the battlefield tapped unless you return a creature you control to its owner's hand. 4/2
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: Target creature you control gains lifelink and first strike until end of turn.Not the most frightening creatures in the Cold, foxes are the most fun.
2/1
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Draw two cards. Then, if you've drawn five or more cards this turn create a blue 3/3 Whale token.
Where, when, the whale, the water, all combined make whales a challenge to hunt.
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Each opponent sacrifices a creature with a power of 1 or less.
Morbid- If a creature died this turn, each opponent sacrifices a creature with a power of 2 or less instead. |
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Barren Patch enters the battlefield tapped.
: Add or .Though the Cold is ever-reaching beyond the Green Band, there are areas untouched by snow.
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Enchant creature
Enchanted creature gains " : Discard a card, then draw a card. If you discarded a snow card this way, draw two cards instead." |
Creatures can't be the target of spells or abilities during the next combat phase this turn.
Invoke clever and chaotic spirits that leave foes in a stupor.
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Draw a card.
Target player reveals their hand. Unless a snow card was revealed this way, discard a card. |
Gain 3 life. Then, if you have the most life create a 1/1 white Warrior token.
The stretch untouched by Winter is celebration for many who travel.
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Torpor (You may put a +1/+1 on this creature instead of untapping it.)
Pass the cave before the bears wake from Winter. Sleep inside the cave at your own risk.
2/2
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Thawing- Whenever you cast a nonsnow spell for the first time each turn, draw a card then discard a card.
The daring who live in the frozen Miqtun take their kayaks down to Saqta for raids instead of a life of fishing and pinniped hunting.
2/1
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Target creature gets +2/+1 until end of turn. If target creature is a snow creature it gains menace until end of turn.
A crown one trembles to behold and to adorn.
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Equipped creature gains hexproof from nonsnow.
Equip ![]() Graced in pure ice, one can wrap themself in the power of the Cold.
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Kăk-whăn’-û-ghăt Kǐg-û-lu’-nǐk
(mythic)
Wandering Mammoth
(uncommon)
Fetching Fox
(uncommon)
Whaling Tactics
(uncommon)
Stragglers for Sacrifice
(common)
Barren Patch
(common)
Migrationer's Rummage
(common)
Shaman's Cover
(common)
Weather Forecast
(common)
Green Band's Bounty
(common)
Cave Bear
(common)
Miqtun Raider
(common)
Wreath of Ice Daggers
(common)
Cloak of Frost
(common)
Mountain
(basic)



: Target creature you control gains lifelink and first strike until end of turn.
