Ulgrotha: Darkness Falls Forever: Virtual Booster
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| What is "Ulgrotha: Darkness Falls Forever" |
This booster was generated with modern collation since the cardset contains mythics: 1 rare / mythic, 3 uncommons, 10 commons, 1 basic land.
You could alternatively have 15 random cards regardless of rarity.
You could alternatively have 15 random cards regardless of rarity.
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Grove of Willows can’t be the target of spells or abilities that would exile it.
When Grove of Willows dies if it had two or less -1/-1 counters on it, return it to the battlefield at the end of your next turn with a -1/-1 counter on it. -1/-1 counters remain on Grove of Willows as it moves to any other zone other then a players hand or library. 4/4
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When Master of Spirit and Fire enters the battlefield it deals 3 damage to target creature.
When Master of Spirit and Fire leaves the battlefield, create two 2/2 red Minotaur Warrior tokens. The calm after the rage; and the storm on the wind. The path of the ancestors, who's spirit became one with the fires of life beseech us the task of family and tribe.
5/3
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Return up to X target nonland permanents to their owners' hands, where X is one plus the number of cards named Æther Flare in all graveyards as you cast Æther Flare.
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Draw four cards.
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Target creature gets +1/+0 and gains Menace until end of turn.
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Enchant nonartifact creature.
Enchanted creature can't attack, or use activated abilities. |
Strongkeep Guard can't attack unless you control another creature.
2/2
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Enchant creature.
Flash. When Chain of Imperiment enters the battlefield counter all activated and triggered abilities of the enchanted permanent. Enchanted permanent loses all abilities and gets -2/-0 |
Gain 1 life. If you control a white permanent gain 3 life instead.
Draw a card. The taste of revitalization is something not many have experienced.
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Put a +1/+1 counter on target creature you control. Until end of turn, whenever that creature attacks other attacking creatures you control get +1/+0 or +0/+1 until end of turn.
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Equipped creature gets +0/+3.
Equip ![]() Any warrior fighting a vampire should have a shield, a big, heavy, protective shield. – Bazaar Yeller
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Target creature gets +3/+3 until end of turn.
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Enchant creature.
Enchanted creature gets +3/+0 and gains trample. |
Forestwalk
At the end of your turn, if you control a vampire with converted mana cost 4 or more, Corrupt Huntsman becomes a Vampire in addition to its’ other types and gains flying. 2/3
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Grove of Willows
(mythic)
Master of Spirit and Fire
(uncommon)
Æther Flare
(uncommon)
Tidings
(uncommon)
Bellowing Rage
(common)
Muscle Atrophy
(common)
Strongkeep Guard
(common)
Chain of Imperiment
(common)
Purifying Wine
(common)
Supreme Discipline
(common)
Kite Shield
(common)
Giant Growth
(common)
Gilding Ritual
(common)
Corrupt Huntsman
(common)
Plains
(basic)





