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Mechanics
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.
{2}{w}{w}
 
 R 
Colour indicator W Legendary Creature – Human
At the beginning of your upkeep, if Zarya doesn't have three power counters on it, put a power counter on it.
{3}: Prevent the next 2 damage that would be dealt to target creature this turn.
{2}{w}{w}, remove three power counters from Zarya: For each opponent, choose a creature that player controls. Tap all other creatures those players control, then those creatures gain "this creature doesn't untap during its controllers untap step unless its controller pays {5}."
3/3
 U 
Instant
Frigid Grasp deals 3 damage to target creature and you gain 3 life. If {s} was spent to cast Frigid Grasp, it deals 4 damage to that creature and you gain 4 life instead.
"Dark things lurk in the Filinea marsh. I fear the worst."
- Anhavan Scout, last report
 U 
Creature – Plant
Deathtouch, defender
At the beginning of your upkeep, put a +1/+1 counter on Festering Colony.
When Festering Colony dies, put X 1/1 green Hornet creature tokens with flying and deathtouch onto the battlefield, where X is its toughness.
0/1
 U 
Instant
Target creature you control gains flying until end of turn. At the beginning of the next end step, sacrifice it. If you do, that creature deals damage equal to its power to each creature and each player.
 C 
Instant
Ensnare {b}{b} (You may exile this card face down from your hand for {2} at any time you could cast a sorcery. Turn it face up and cast it at any time you could cast it an instant for its ensnare cost. )
Target creature gets -3/-3 until end of turn.
 C 
Creature – Human Berserker
Overcharge {r} (You may cast this spell for its overcharge cost. If you do, skip your next untap step.)
3/1
 C 
Creature – Spirit
Lifelink
Infuse {w} ({w}, {t}: Until end of turn, this permanent loses all colors and abilities and target creature gains all of its colors and abilities.)
1/1
 C 
Creature – Human Wizard
Spellcharge (Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, put a +1/+1 counter on this.)
Remove a +1/+1 counter from Skyseeker Sage: You gain 2 life.
1/1
{1}{u}{u}
 
 C 
Instant
Deep freeze — Costs {1} less to cast as long as you control three or more nonland snow permanents.
Counter target spell.
 C 
Sorcery
You gain 5 life.
Rummage {2} (When you draw this card, you may reveal it and pay {2}. If you do, exile it and draw a card.)
 C 
Creature – Zombie Scout
Bloodied — At the beginning of your end step, if Tomb Hunter dealt damage to a player this turn, return target creature card from your graveyard to your hand.
2/4
 C 
Instant
Target creative gets +3/+3 until end of turn.
Recruit. (Reveal the top card of your library. If it shares a color with this card, put a 1/1 green Saproling creature token onto the battlefield.)
A centaur's show of strength turns many would-be Gruul raiders into Selesnyan zealots.
 C 
Creature – Plant Wall
Defender (This creature can't attack.)
At the beginning of your upkeep, you gain X life, where X is the number of tapped permanents you control.
2/7
 C 
Creature – Troll Warrior
Trample
Gatekeeper Troll enters the battlefield tapped.
Overcharge {g}{g} (You may cast this spell for its overcharge cost. If you do, skip your next untap step.)
4/4
Forest
 
 B 
Basic Land – Forest

Zarya (rare)
Frigid Grasp (uncommon)
Festering Colony (uncommon)
Fireworks (uncommon)
Bimutonous Oil (common)
Rurnwillow Bushwhacker (common)
Goldhollow Sanctifier (common)
Skyseeker Sage (common)
On Ice (common)
Queen's Grace (common)
Tomb Hunter (common)
Inspiring Might (common)
Vine Gate (common)
Gatekeeper Troll (common)
Forest (basic)