[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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As long as a creature has been dealt damage this turn, creatures you control get +2/+0.
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Surmount — Target player discards a card for each player that has cast a spell this turn. You may return a creature card from that player's graveyard to the battlefield.
The sight of disturbed graves and of tombs broken from inside drove them to despair even before they encountered the things that had returned this way.
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Until end of turn, target creature gets +5/+0 and "
: This creature deals damage equal to its power to another target creature." |
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. |
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. |
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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.) |
First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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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If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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. |
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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. |
When Enlightened Visionary enters the battlefield, look at target face-down permanent. If you do, scry 1.
1/1
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Punch in the Face deals 3 damage to target player.
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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Blood in the Water
(uncommon, foil)
Cryptic Haunt
(rare)
Mighty Cleave
(uncommon)
Cascading Sand Trap
(uncommon)
Suppressive Fire
(uncommon)
Warren Outpour
(common)
Gilt-Leaf Archer
(common)
Deepwood Archer
(common)
Crumbling Ground Trap
(common)
Timebomb Trap
(common)
Flaming Spear Trap
(common)
Enlightened Visionary
(common)
Punch in the Face
(common)
Storm-Axe Howler
(common)
Mountain
(basic)





: This creature deals damage equal to its power to another target creature."
