Bakaran: Virtual Booster
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Mechanics | Skeleton | Proxy |
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.
You could alternatively have 15 random cards regardless of rarity.
Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost less to cast, where X is that creatures converted mana cost.)
Whenever Apocalypse Wurm deals combat damage to a player, if you have a creature card, a land card, an artifact card, and an enchantment card in your graveyard, that player loses the game. 8/7
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Whenever one or more creatures you control deal combat damage to a player, that player puts the top X cards of your library into his or her graveyard, where X is the number of creatures that dealt combat damage in this way.
1/1
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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. |
Double strike
Outlash (You may play this spell for its outlash cost. If you do, it gains haste. Sacrifice it at end of turn.) 2/2
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Intimidate
: Target creature gets -1/-1 until end of turn. 1/1
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Sneaking Spirit is unblockable.
Remain – : Target creature is unblockable this turn. Actiavate this ability only during your upkeep and only if Sneaking Spirit is in your graveyard. 1/1
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Engulf (You may sacrifice a creature as you cast this spell. If you do, it cost less to cast, where X is that creatures converted mana cost.)
Flying, haste 4/4
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First strike
Abolish (If a creature dealt damage by this card would die, exile it instead.) When he slays you, you know you're dead for good.
2/1
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Emerge (At end of turn, if this creature was dealt damage this turn, put a +1/+1 counter on it.)
, Remove a +1/+1 counter from Battle Scarred Archer: Battle Scarred Archer deals 1 damage to target creature with flying. 2/5
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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
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Equipped creature has haste.
Equip |
Counter target spell unless it's controller pays for each card in your graveyard.
"I will die before I let you harm another living soul today."
– Kosan-Kel, Wardmage |
Target creature gets +1/+1 and gains vigilance until end of turn.
The best of soldiers don't attack unless they know they have all their armor. Or unless they have their sword. Or their midday snack.
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Whenever another creature you control dies, Marrow Goliath gets +1/+1 until end of turn.
: Regenerate Marrow Goliath. 5/5
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You may play nonpermanent spells from your graveyard. If you do, exile them when they resolve.
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Apocalypse Wurm
(rare)
Scouring Mage
(uncommon)
Madness Bolt
(uncommon)
Flaring Rager
(uncommon)
Spurglid's Spawn
(common)
Sneaking Spirit
(common)
Eating Hellkite
(common)
Smiting Priest
(common)
Battle Scarred Archer
(common)
Koram Tracker
(common)
Trekking Boots
(common)
Mournful Defiance
(common)
Wary Charge
(common)
Marrow Goliath
(common)
Forest
(basic)
Emblem: Druin Fano
(token)