The Eyes Had it: Virtual Booster

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Mechanics | Skeleton
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 – Spirit Cleric
{t}, target attacking creature gets +1/+0 until end of turn.
If Persistent attendant is in your graveyard, if a creature enters play under your control you may pay {w} to return persistent attendant to your hand.
1/1
 
 R 
Enchantment
When a creature enters play under your control, perform "The search"
The Search
- Look at the top five cards of your library. You may reveal a creature card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

At the end of your turn, If you control no creatures you may sacrifice or discard Rescue from nature and perform "The Search"
 U 
Creature – Eye
Flash
Non-Eye creatures you control cannot attack.
When Hazy Eye enters play prevent all combat damage done by Non-Eye creatures.
2/2
 U 
Creature – Golum
At the beginning of each each main phase, tap tiresome hulk.
{3}{u}, Untap tiresome hulk.
{u}, Tiresome Hulk cant be blocked this turn.
{u}, Tiresome hulk get +1/-1 until end of turn.
5/5
 U 
 
Defender
When Wall of Karma enters play, Scry 2.
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
0/3
 C 
Creature – Eye
Flying
Non-Eye creatures you control cannot attack.
When eye Draw enters play choose one.
- Scry 1 and then draw two cards
- Scry 2 and then draw one card
3/2
 C 
Instant
Target Creature gains death touch until end of turn.
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
Fading hope
 
 C 
Enchantment
When fading hope enters play, target player discards a card.
 C 
Enchantment – Aura
Enchant Creature
Enchanted creature gains +1/+0 and Lifelink.
Channel {w} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
 C 
Creature – Elf Shaman
If a land card is put in your graveyard you may {t} Tiller of Land and exchange the land card in your graveyard with a land card in your hand.
1/1
 C 
Land
{t} add {u}

Syphon {1} (you may tap {1} creatures to transform this card.)
Water Wisp
 
 C 
Creature – Spirit
Flying

At the end of your turn you may untap one land you control.
1/1
 C 
Enchantment – Aura
Put a flying counter on enchanted creature.
{w} Sacrifice aspect of the Squadron put a 1/1 flying hawk creature token into play, search your library for a an Aspect Aura card, reveal it and put it on top of your library.
{1}{b}
 
 C 
Enchantment – Aura
Enchant Creature.
Enchanted creature gets -2/-2.
Channel {b} (Discard this card, target creature gains the abilities this card would have granted enchanted creature until end of turn.)
{u}
 
 C 
Instant
Scry 1
BloodSpell (When you play this spell you may exile a creature card from your graveyard if you do transform this card and put it into play instead of your graveyard as it resolves.)
Flying Eye
 
 C 
Creature – Eye Spirit
Flying
Non Eye creatures you control cannot attack.
1/1
 C 
 
Haste
Guide (Exile this card from your graveyard, put a counter on target creature for the keyword abilities that appear on the exiled card.)
2/1
Forest
 
 B 
Basic Land – Forest

Persistent Attendant (common, foil)
Rescue from nature (rare)
Hazy Eye (uncommon)
TireSome Hulk (uncommon)
Wall of Karma (uncommon)
Eye Draw (common)
Gift of toxin (common)
Health Jolt (common)
tiller of land (common)
Wisp Island (common)
Aspect of the Squadron (common)
Reduce (common)
Look (common)
Speed Guide (common)
Forest (basic)