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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Flying
At the beginning of your upkeep pay 1 life or tap Vampire Noble. 3/3
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First strike, forestwalk
When Ranger of Lady’s Path dies, search your library for a card named Ranger of Lady’s Path, reveal it, and put it into your hand. Shuffle your library. Rangers never die in Autumn’s service, at least, that is how the myth goes.
2/1
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Whenever an opponent casts a spell that player exiles the top card of their library. At the end of turn, put the exiled cards into their owner's graveyard.
Players who don't own cards exiled with Vindictive Punishment can play those cards as long as they are in exile. |
Discard a card,
, : Draw a card.A shard, sharp and strong.
A shard, glittering and gone. A shard, dark as the night, bright as the light. A shard holding all our dreams. |
Whenever an opponent discards a card you may gain 2 life.
Sacrifice Ravi's Strongbox: Draw a card, then discard a card. "Many men have speculated, just what the strongbox holds, from riches, gems and silver, to poor tormented souls."
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Target creature gets +3/+3 until end of turn.
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3/2
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Black creatures you control get +1/+0.
Nonblack creatures you don't control get -1/-0. Whenever a creature with power 4 or greater deals damage to you, sacrifice Creeping Night. |
, : Reveka's Student deals 1 damage to target creature.1/1
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First strike
Anaba Spiritguard can't attack unless you control another Minotaur. 2/2
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When Spiritforge Master enters the battlefield put a +1/+1 counter on target creature. That creature gains haste until end of turn.
1/2
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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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Enchant creature.
Enchanted creature gets +2/+0, gains flying and is a black vampire. When Touch of Sengir is put into your graveyard from play you may discard a card, if you do return it to your hand. The touch of evil is often permanent, destroying those that are touched is often the only permanent solution.
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When Serra Disciple enters the battlefield or dies you gain 2 life.
0/2
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Vampire Noble
(common, foil)
Ranger of Lady’s Path
(rare)
Vindictive Punishment
(uncommon)
Spire Shard
(uncommon)
Ravi's Strongbox
(uncommon)
Giant Growth
(common)
Guardian of the Deepwoods
(common)
Creeping Night
(common)
Reveka's Student
(common)
Anaba Spiritguard
(common)
Spiritforge Master
(common)
Supreme Discipline
(common)
Touch of Sengir
(common)
Serra Disciple
(common)
Forest
(basic)




: Draw a card.
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