[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.)
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. |
Creatures you control get +1/+1 and can't be blocked this turn by creatures with less power.
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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. |
Partner with Quillcloak Drifter or Rukh Nestraider (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Whenever an opponent discards a card, that player loses 1 life. He prefers to add injury to insult.
2/1
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If an opponent cast a spell this turn, you may pay
rather than pay Cascading Sand Trap's mana cost.
Cascading Sand Trap deals 4 damage to each opponent. |
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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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Punch in the Face deals 3 damage to target player.
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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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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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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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![]() : Target creature gains haste
until end of turn. 1/1
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First strike (This creature deals combat damage before creatures without first strike.)
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. |
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.) |
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Flaming Spear Trap
(common, foil)
Savage Stampede
(rare)
Suppressive Fire
(uncommon)
Vulturous Duergin
(uncommon)
Cascading Sand Trap
(uncommon)
Brash Brute
(common)
Punch in the Face
(common)
Rioting Tribesmen
(common)
Feline Familiar
(common)
Familiar Trainer
(common)
Wildpeak Guide
(common)
Gilt-Leaf Archer
(common)
Flaming Spear Trap
(common)
Warren Outpour
(common)
Swamp
(basic)



as soon as it comes under your control.)


: Target creature gains haste