[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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Vigilance
Whenever Ribbonbow Master blocks, each blocking creature gets +1/+1 until end of turn. Whenever Ribbonbow Master becomes blocked, each blocking creature gets -1/-1 until end of turn. 3/4
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Prevent all combat damage that would be dealt this turn.
You may have an Archer you control fight an attacking or blocking creature you don't control of your choice. |
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.)
Shadowrealm Trap costs less for each charge counter on it.
Each opponent sacrifices a creature attacking you or a planeswalker you control. |
If two or more creatures entered the battlefield under an opponent's control this turn, you may pay
![]() rather than pay Crushing Wall Trap's mana cost.
Creatures target player controls get -2/-2 until end of turn. |
Frostbite deals 4 damage to target nonsnow creature.
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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. |
Target creature gets +1/+0 and gains first strike until end of turn.
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.) |
![]() : Target creature gains haste
until end of turn. 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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Haste (This creature can attack and
as soon as it comes under your control.)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) 3/1
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Target creature gains haste and attacks this turn if able.
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When Familiar Trainer enters the battlefield, exile up to one target creature you control that didn't enter the battlefield this turn, then return it to the battlefield.
1/4
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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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Reach (This creature can block creatures with flying.)
Elfcycling ( , Discard this card: Search your library for a Elf card, reveal it and put it into your hand. Shuffle your library.)2/3
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Ribbonbow Master
(rare)
Suppressive Fire
(uncommon)
Shadowrealm Trap
(uncommon)
Crushing Wall Trap
(uncommon)
Frostbite
(common)
Maddening Miasma Trap
(common)
Fists of Flurry
(common)
Wildpeak Guide
(common)
Rioting Tribesmen
(common)
Brash Brute
(common)
Taunt
(common)
Familiar Trainer
(common)
Dwarven Trapper
(common)
Deepwood Archer
(common)
Swamp
(basic)






: Target creature gains haste
as soon as it comes under your control.)
