[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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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.)
Timebomb Trap deals damage to target damagable permanent or player equal to the number of charge counters on Timebomb Trap. |
Undaunted (This spell costs
less to cast for each opponent.)
Hellkite's Inferno deals X damage to each of X target creatures and/or planeswalkers. |
When Pugilism enters the battlefield, unattached all equipment.
Creatures cannot be equipped. Creatures you control have +1/+0. |
Partner with Ambush Master or Clan Champion (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
First strike When Hunt Caller enters the battlefield, create a 1/2 green Elf creature token with reach. 2/1
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Enchant creature
Enchanted creature gets +5/+2. Cycling ( , Discard this card: Draw a card.) |
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When Kavu-Coat Berserker enters the battlefield, choose up to two —
• Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. • Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. 4/2
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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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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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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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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.)
This spell deals 4 damage to target creature. If that creature was attacking Flaming Spear Trap, this spell deals 4 damage to that creature's controller. |
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First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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. |
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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![]() : Target creature gains haste
until end of turn. 1/1
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Timebomb Trap
(common, foil)
Hellkite's Inferno
(rare)
Pugilism
(uncommon)
Hunt Caller
(uncommon)
Improvised Weaponry
(uncommon)
Kavu-Coat Berserker
(common)
Rioting Tribesmen
(common)
Highland Raider
(common)
Dwarven Delver
(common)
Flaming Spear Trap
(common)
Gilt-Leaf Archer
(common)
Maddening Miasma Trap
(common)
Ironwilled Defender
(common)
Wildpeak Guide
(common)
Swamp
(basic)

less to cast for each opponent.)



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