Ulgrotha: Darkness Falls Forever: Virtual Booster

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What is "Ulgrotha: Darkness Falls Forever"
Printable
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.
 C 
Creature – Human
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
 
 R 
Legendary Creature – Human Cleric
Hazdurh can't attack.
{x}{w}, {t}: Prevent the next X damage that would be dealt to target creature or player this turn. If damage is prevented in this way, you gain that much life.
“Hazduhr, how old you are, still awaiting the return of your protector. She will never come old man. Your power can not hold back your age, or me, forever..” – Sengir to Hazduhr
0/6
 U 
Land
An-Havva Market enters the battlefield tapped.
{t}: Add {w} to your mana pool.
{1}, {t}: Add {g}{u} to your mana pool.
 U 
Instant
As an additional cost to play Corruptive Blast, sacrifice a land.
Target creature gets -1/-1.
Target creature gets -1/-1.
Target creature gets -1/-1.
"What madness would cause even the ground itself to fester and turn against us!?" – Asyen Guard.
 U 
Enchantment
At the beginning of your upkeep you may pay {3}{u}, if you do target creature you control becomes a copy of target nonlegendary creature you control until end of turn.
{r}
 
 C 
Instant
Shock deals 2 damage to target creature or player.
 C 
Enchantment – Aura
Enchant permanent.
{1}{w}:Enchanted permanent gains indestructible until end of turn.
Discard a card, sacrifice Voice’s Favor: Return the enchanted permanent to your hand.
 C 
Instant
Target creature gets +3/+3 until end of turn.
 C 
Enchantment
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.
 C 
Creature – Minotaur Wizard
Minotaur creatures get +1/+0.
1/3
 C 
Artifact – Equipment
Equipped creature gets +1/+3.
Equip {g} or {3}.
 C 
Enchantment – Aura
Enchant creature.
Enchanted creature gets +1/+2 and gains protection from spells with converted mana cost 3 or less.
When Magneoarcane Armor is put into your graveyard from the battlefield you may pay 1, if you do return Magneoarcane Armor to your hand.
 C 
Enchantment – Aura
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.
 C 
Sorcery
Create a 2/2 white Knight token and three 1/1 white Townsfolk tokens.
"The castle walls may break and fall, and armies may attack, but cut and scarred the castle guards will always hold them back" – An-Zerrin children's rhyme
Swamp
 
 B 
Basic Land – Swamp

Corrupt Huntsman (common, foil)
Hazduhr, Elder Abbot (rare)
An-Havva Market (uncommon)
Corruptive Blast (uncommon)
Pseudoplasm Mimicry (uncommon)
Shock (common)
Voice's Favor (common)
Giant Growth (common)
Creeping Night (common)
Anaba Spirit Crafter (common)
Living Cuirass (common)
Magneoarcane Armor (common)
Touch of Sengir (common)
Assemble the Militia (common)
Swamp (basic)