[Tribute] Phlea: Virtual Booster
| [Tribute] Phlea: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Stats | Alternate Visual Spoiler |
This booster was generated with pre-Magic 2010 collation since the cardset contains no mythics: 1 rare, 3 uncommons, 11 commons, 1 token.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
|
Choose a creature type or cardname of a nonbasic land. Destroy all permanents with the chosen type or cardname.
|
When Hollowbough Scorcher dies, add
.
![]() , : Hollowbough Scorcher deals 1 damage to any target.The dryads of the cities are chatty showoffs well accustomed to the light of lamps and heat of the sun.
1/2
|
Haste
Creatures you control with haste have admire. 3/3
|
Admire (Whenever a creature enters the battlefield under your control, this creature gets +1/+1 until end of turn. If that creature has the greatest toughness among creatures, this creature gets +2/+2 until end of turn instead.)
Whenever Scarbark Brawler admires a creature with the greatest toughness, you may have it fight target creature an opponent controls. 2/4
|
|
Whenever Thornbow Archer attacks, each opponent who doesn't control an Elf loses 1 life.
"I will not rest until these foul woods are eradicated."
1/2
|
Each player mills three cards. Return a card milled this way to its owner's hand.
If a land card left your graveyard this turn, draw a card. Seawater plants are viewed with suspicion by the land dwellers, but their insights are coveted.
|
Enchant creature
Enchanted creature gets +2/+2 and has vigilance. ![]() : Enchanted creature gets +2/+2 and gains hexproof until end of turn. Activate only once each turn. |
Flash (You may cast this spell any time you could cast an instant.)
Admire (Whenever a creature enters the battlefield under your control, this creature gets +1/+1 until end of turn. If that creature has the greatest toughness among creatures, this creature gets +2/+2 until end of turn instead.) 1/3
|
|
Growing in rough patches intermingling with other species grass is everywhere, but they earn their place in the world as stalwart soldiers in the armies of Idilis and other provinces.
3/1
|
Choose one —
• Create two 1/1 red Elemental creature tokens with haste. • Pyre in the Grove deals 3 damage to any target. The Oakenstand is well guarded, but the local administrations do well to fear the justice carried out by Torchbearers.
|
Target player exiles the top four cards of their library. Create a 1/1 green Saproling creature token for each creature card exiled in this way.
Silchibai interrogators find more than just facts.
|
You may sacrifice a land. If you do, Thistlewhip Assault deals 6 damage to target creature. Otherwise, Thistlewhip Assault deals 3 damage to target creature.
Ridge-grown tribes prefer to keep to themselves.
|
|
Whenever Roothold Raider attacks, target creature you control gets +2/+2 until end of turn
Dash ![]() (You may cast this spell for its dash cost. If you do, it gains haste, and it's returned from the battlefield to its owner's hand at the beginning of the next end step.)2/2
|
Populate. Target creature you control fights target creature an opponent controls. (To populate, create a token that's a copy of a creature token you control.)
Dissent is not tolerated near the groves of the ancients.
|
Flying
When Orchid Bat dies, create a 1/1 black Saproling creature token. 1/1
|
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
2/2
|
Clear-Cut Solution
(rare)
Hollowbough Scorcher
(uncommon)
Capsaicinoid Crasher
(uncommon)
Scarbark Brawler
(uncommon)
Thornbow Archer
(common)
Trade with the Tide
(common)
Oakenstand Blessing
(common)
Nimbleweed
(common)
Blade of the Sixth Lawn
(common)
Pyre in the Grove
(common)
Verdant Hypnosis
(common)
Thistlewhip Assault
(common)
Roothold Raider
(common)
Rule the Glens
(common)
Orchid Bat
(common)
Plant Spirit
(token)


: Hollowbough Scorcher deals 1 damage to any target.


: Enchanted creature gets +2/+2 and gains hexproof until end of turn. Activate only once each turn.