Envertol: Virtual Booster
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| Mechanics | Skeleton | Envertol Map |
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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First strike
Whenever Charging Garrison attacks, if Charging Garrison is crewed by a soldier, attacking creatures you control get +1/+1 and gain first strike until end of turn. Crew 4 5/5
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Until end of turn, whenever damage is dealt to target creature, that much damage is dealt to each other creature that player controls.
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Enchant creature
Prevent all noncombat damage that would be dealt to enchanted creature. Enchanted creature can't be sacrificed. Only the most important are shrouded from blights.
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Martyr- When Innocent Bystander dies, target creature you control fights target creature you don't control.
A child questioned up to Ozsaet's rules, ordinances, and obligations. Their punishment was brutal.
1/1
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Enchant creature
Enchanted creature can't be blocked by artifact creatures. Enchanted creature gets +2/+2 as long as an opponent controls an artifact. |
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When Overgrown Feral enters the battlefield, discard a card then draw a card.
Never truly domesticated, then descendants of housecats eradicated many other species. Now they're larger and their former owners are on the menu.
3/1
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When Grave Pauper enters the battlefield, you may gain 3 life if each player has 3 or more cards in their graveyard.
Born into nothing, they return with nothing.
2/2
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Martyr- When Hammer of Rebellion dies, deal 2 damage to any target.
With her final breath she swings her hammer forward.
4/4
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When Masked Mercenery enters the battlefield target creature gets -1/-1 until end of turn.
Many gangs wear masks to pretend that they're more than the expendable pawns of others.
2/2
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Armistice- At the beginning of your opponent's endstep, if no player was dealt damage this turn, you may exile target creature card from target player's graveyard.
1/1
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, exile Jungle Snapper from your graveyard: Target creature gains indestructible until end of turn.The Furyhowl tribe hunt the turtles for meat and armor.
1/3
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Whenever Razorwire Ambulance deals combat damage to a player you may gain 4 life.
Crew 1 Recycle (Exile this card from your graveyard: Untap target basic land. Recycle only as a sorcery) Often dragged into skirmishes themselves, medics need to be equipped to fight as well as heal.
2/2
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Armistice- At the beginning of your opponent's endstep, if no damage was deal to players, you may tap target creature.
With four arms, one usually has a backup plan when they told to lay down arms.
1/3
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Armistice- At the beginning of your opponent's endstep, if no damage was dealt to players, each opponent puts the top two cards of their library into their graveyard.
2/1
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Charging Garrison
(rare)
Tribal Obedience
(uncommon)
High Dominance
(uncommon)
Innocent Bystander
(uncommon)
Zarri Naturalism
(common)
Overgrown Feral
(common)
Grave Pauper
(common)
Hammer of Rebellion
(common)
Masked Mercenery
(common)
Ghost Whisperer
(common)
Jungle Snapper
(common)
Razorwire Ambulance
(common)
False-Peace Advocate
(common)
Tedious Talker
(common)
Plains
(basic)



