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Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Alternate Visual Spoiler |
15 random cards from the set.
You could alternatively have a booster in the usual rarity pattern.
You could alternatively have a booster in the usual rarity pattern.
When Alcove Stalker enters the battlefield, you may reveal a Wall card from your hand. If you reveal a Wall card this way or control a Wall, Alcove Stalker gains haste until end of turn.
The Horned Halls have plenty of decorative pillars, recessed statues, and dark niches to hide small and not-so-small ambushers.
4/3
|
Some traps are of daunting complexity. But the simplest of defenses often prove to be more reliable.
4/6
|
|
Tormented Soul can’t block and can’t be blocked.
The corridors of the oldest, most twisted mazes are haunted by the Lost Ones, who arrived with hopes to carry away riches, but never found their way back out.
1/1
|
Defender
At the beginning of your upkeep, you may exile two Wall cards from your graveyard. If you do, you gain 7 life. : Haven of Wounds gets +7/+0 until end of turn. Zartih's sanctum is a place of reprieve, but also a grim prison.
0/7
|
Choose one—
• Return up to one target instant card and up to one target sorcery card from your graveyard to your hand. • Create a 5/5 blue Serpent creature token. Exile Rise from the Moat. |
Whenever you cast a spell during an opponent’s turn, each opponent loses 1 life, you gain 1 life.
3/1
|
Target creature can't block this turn. Its controller can't play Chamber cards until your next turn.
"A deal?"
–Tabitha Barrentine |
Destroy target land and create a Treasure token.
|
Protection from Traps
As long as it's your turn, Noose Cutter has first strike. It pays to have a seasoned tunnel runner who recognizes snares and tripwires taking point on your exploration.
2/1
|
Whenever Shrewd Pathfinder deals combat damage to an opponent, choose one —
• Draw a card, then discard a card. • You may move from current Chamber to another. Patience and preparation will keep you alive in the vaults, but eventually you will have to press on.
2/1
|
Bloodthirst 1 (If an opponent was dealt damage this turn, this creature enters the battlefield with one +1/+1 counters on it.)
When Cadaver Mold dies, if it had a counter on it, create a Treasure token. Those who fail to leave the Blood Garden during their lifetime, become part of its intricate ecosystem.
3/2
|
When Plundering Barbarian enters the battlefield, choose one —
• Destroy target artifact. • Create a Treasure token. Barbarians usually just take the first shiny trinket they can find and take off with it, so the real damage they cause comes from the things they break to get at it.
2/2
|
Equipped creature gets +1/+1 and can't be blocked by Walls.
Equip If they didn't want us to be here and take their stuff, they'd put in sturdier doors.
—Bornco the Rude |
Choose one —
• Each opponent discards a card. • Create a 1/1 black Rat creature token with menace. |
Flying, vigilance
4/4
|
Alcove Stalker
(common)
Iron Guadian
(common)
Plains
(basic)
Tormented Soul
(common)
Haven of Wounds
(rare)
Rise from the Moat
(uncommon)
Plundering Mwizi
(uncommon)
Threaten the Builders
(common)
Daring Heist
(common)
Noose Cutter
(common)
Shrewd Pathfinder
(common)
Cadaver Mold
(common)
Plundering Barbarian
(common)
Break Iron
(common)
Scurrying in the Stonework
(common)
Angel
(token)