Bakaran: Virtual Booster

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Mechanics | Skeleton | Proxy
Printable
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land, 1 token.
You could alternatively have 15 random cards regardless of rarity.
 R 
Artifact
At end of turn, put a awakening counter on Entombed God for each creature you control that died this turn.
Entombed God is a 7/7 artifact creature as long as there are five or more awakening counters on it.
 U 
Creature – Wurm
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost {x} less to cast, where X is that creatures converted mana cost.)
Haste
Ridgewurm enters the battlefield with a +1/+1 counter and trample if it engulfed a creature.
5/4
 U 
Colour indicator R Sorcery
As an additional cost to Madness Bolt, discard a Mountain card.
Madness Bolt deals 3 damage to target creature or player and 1 damage to you.
 U 
Creature – Elemental
Mountainwalk
When Core Elemental enters the battlefield, you may search your library for a Mountain card and put it onto the battlefield under target player's control. Then, shuffle your library.
7/6
 C 
Creature – Skeleton Warrior
Trample

{1}{b}: Regenerate Skeletal Brigadier
4/1
 C 
Creature – Human Knight Rogue
Protection from red
"The bandits can burn the world if they want, but they'll never catch me"
2/2
 C 
Artifact – Equipment
Equipped creature gets +0/+1.
Equip {1}
 C 
Creature – Spirit Wall
Defender

Whenever Wall of Purity blocks, you may exile a card from your opponent's graveyard.
2/6
 C 
Creature – Human Shaman
Lifelink
If you would gain life you may put a 1/1 black Skeleton creature token with "{b}: Regenerate this creature." onto the battlefield instead.
1/1
 C 
Creature – Bird Scout
Flying
Forecycling 3 – {2} ({2}, Discard this card: Look at the top 3 cards of your library. Put any number of those cards into your graveyard and the rest on top of your library in any order.)
1/1
 C 
Creature – Human Wizard
Hexproof
When the fiery hordes felled Zelandar, the Mage tower, only the most practiced of illusionists escaped.
1/1
 C 
Creature – Elemental
Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
{r}: Warp Rampager gets +1/-1 until end of turn.
{r}: Warp Rampager gets -1/+1 until end of turn.
5/2
 C 
Creature – Human Scout
Hexproof
When Koram Tracker enter the battlefield, look at the top three cards of your library. Put a creature card from among them into your hand, and the rest into your graveyard.
2/2
 C 
Creature – Elemental Horror
First strike
Outlash {3}{r} (You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.)
"If it crushes you, you'll die. If it rips you in half, you'll die. If it pokes you, you'll die. If it--well you get the idea."
– Rasco Droov, elementalist
6/3
Plains
 
 B 
Basic Land – Plains
 T 
Emblem
You may play nonpermanent spells from your graveyard. If you do, exile them when they resolve.

Entombed God (rare)
Ridgewurm (uncommon)
Madness Bolt (uncommon)
Core Elemental (uncommon)
Skeletal Brigadier (common)
Barren Outrider (common)
Hero's Shield (common)
Wall of Purity (common)
Puppet Mage (common)
Seeing Owl (common)
Zelandar Refugee (common)
Warp Rampager (common)
Koram Tracker (common)
Rakdoon Flameclaw (common)
Plains (basic)
Emblem: Druin Fano (token)