[Tribute] Azshanir: Virtual Booster
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| Mechanics | Released Booster | Creative | Cycles | Mechanical Themes | Stat | 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.
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Equipped creature gets +2/+2 and has "Other creatures you control get +1/+1."
Vehicles you control have vigilance. Equip ![]() ![]() |
Flying
Tropical Familiar can't attack unless you control an Island. : Add one mana of any color.1/1
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Sink (Whenever a card is discarded, exile it instead.)
![]() , Discard a card: Create two Treasure tokens.Barrels and beds they tossed into the sea to make room for chests of ill-gotten gold. Only the casks of rum were left in place.
4/3
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: Draw a card, then discard a card.Merfolk despise the pirates as intruders into their maritime realm, but their methods are strikingly similar.
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Kicker
![]() (You may pay an additional ![]() as you cast this spell.)
When Surging Seal enters the battlefield, if Surging Seal was kicked, target creature you control gets +3/+2 until end of turn. It is an inspiring sight to behold: These lumbering beasts plummet into the waves and turn into a swarm of lightning-fast hunters.
3/2
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When Colonial Transport enters the battlefield, reveal the top four cards of your library. You may put a land card from among them into your hand. Put the rest into your graveyard.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5
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When Carrion Crab enters the battlefield, mill four cards, then you gain life equal to the number of creature cards in your graveyard.
Ships of navy and pirate, merchant and mercenary, all of them sink to the same sea floor, ruled by scavengers that do not care about ideologies.
3/3
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Gain control of target creature until end of turn. Untap it, and it gains haste, islandwalk, and gets +1/+0 until end of turn.
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Lifelink (Damage dealt by this creature also causes you to gain that much life.)
As long as you have discarded a card or sacrificed a permanent this turn, Gore-Skewer Raider gets +1/+1. 3/4
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As long as you have discarded a card this turn, Noggle Swashbuckler gets +1/+0 and can't be blocked.
1/3
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Menace (This creature can't be blocked except by two or more creatures.)
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) "Tattered sails, cracked hull... I'm wary of the unholy force which keeps these ships afloat."
– Commander Whitefoot 4/3
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, Put a sunken creature card into its owner's graveyard: Vicious Hell-Fin gets +2/+2 and gains menace until end of turn. You gain 2 life.2/2
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, : Tap target artifact.2/3
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Tap target creature. Then, if that creature was a Pirate, draw two cards.
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Flash
When Miraculous Voyage enters the battlefield, scry 2. ![]() , Sacrifice Miraculous Voyage: You may reveal the top card of your library. If you do, you gain life equal to its toughness. Either way, draw a card. |
Flying (This creature can't be blocked except by creatures with flying or reach.)
1/1
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Captain's Regalia
(rare)
Tropical Familiar
(uncommon)
Hell-Bent Buccaneer
(uncommon)
Merfolk Looter
(uncommon)
Surging Seal
(common)
Colonial Transport
(common)
Carrion Crab
(common)
Mutinous Incitement
(common)
Gore-Skewer Raider
(common)
Noggle Swashbuckler
(common)
Derelict Schooner
(common)
Vicious Hell-Fin
(common)
Harbor Guard
(common)
Reclaim the Treasure
(common)
Miraculous Voyage
(common)
Spirit
(token)


: Add one mana of any color.


Token Creature – Spirit