[H&V] Heroes & Villains: Virtual Booster
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| Mechanics | Heroic Decks | Archenemy Deck | Design Notes |
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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Choose target opponent. Headbutt deals damage to you equal to half that player's life total, rounded up, and simultaneously deals damage to that player equal to half your life total, rounded up.
Damage dealt this way cannot be prevented. |
Partner with Vulturous Duergin or Paradise Hunter (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Whenever Rukh Nestraider attacks, each player discards a card, then each player that discarded a card this way draws a card. A task that takes extreme courage or an equal amount of recklessness.
2/2
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Install (You may play this card face down as an asset. At end of turn, it gets a charge counter. You may cast it keeping the charge counters.)
Venomshower Trap costs less if a creature is attacking it.
Destroy target creature. It's controller loses 3 life. |
As long as a creature has been dealt damage this turn, creatures you control get +2/+0.
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If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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Frostbite deals 4 damage to target nonsnow creature.
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Target creature gains haste and attacks this turn if able.
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Whenever a creature enters the battlefield under your control this turn, it deals 1 damage to target player.
Create a 1/1 red Goblin creature token. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
Haste
When Dwarven Delver enters the battlefield, reveal the top three cards of your library. You may put a Treasure or Trove card revealed this way into your hand. Bury the rest. 2/1
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Prevent all noncombat damage that would be dealt to Ironwilled Defender.
The tribes of the wild lands would usually not invade the lowlands, but they would always fight back.
3/2
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If an opponent drew two or more cards this turn or scried this turn, you may pay
![]() rather than pay Maddening Miasma Trap's mana cost.
Target player exiles two cards from their hand and the top two cards of their library. |
Snowburst (This creature enters the field with a +1/+1 counter on it for each mana from a snow source spent to cast it.)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) 1/1
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Flash
When Feline Familiar enters the battlefield, target creature gets +1/+1 until end of turn. Addendum – If you cast Feline Familiar during your main phase, that creature gains a +1/+1 counter instead. 1/1
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Haste (This creature can attack and
as soon as it comes under your control.)
Rioting Tribesmen attacks each turn if able. 5/2
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Headbutt
(rare)
Rukh Nestraider
(uncommon)
Venomshower Trap
(uncommon)
Blood in the Water
(uncommon)
Crumbling Ground Trap
(common)
Frostbite
(common)
Taunt
(common)
Warren Outpour
(common)
Dwarven Delver
(common)
Ironwilled Defender
(common)
Maddening Miasma Trap
(common)
Highland Raider
(common)
Feline Familiar
(common)
Rioting Tribesmen
(common)
Plains
(basic)







as soon as it comes under your control.)