[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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Undaunted (This spell costs
less to cast for each opponent.)
Return two target creature cards from your graveyard to the battlefield. |
Partner with Hunt Caller or Echo Conductor (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Whenever another creature enters the battlefield, put a +1/+1 counter on Clan Champion. 1/1
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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.)
Discard your hand, then draw a card for each charge counter on Fetishes of Fortune. |
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. |
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
until end of turn. 1/1
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Flash
Flying Addendum – When Swiftlet Familiar enters the battlefield, if you cast it during your main phase, draw a card, then discard a card. 1/1
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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. |
Only twenty years after the Sima clan united the empire, invading barbarians divided it again.
3/3
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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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Target creature gets +1/+1 and gains intimidate until end of turn.
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Target attacking or blocking creature gets +3/+3 until end of turn.
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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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Witchlord's Summons
(rare)
Clan Champion
(uncommon)
Fetishes of Fortune
(uncommon)
Suppressive Fire
(uncommon)
Brash Brute
(common)
Wildpeak Guide
(common)
Swiftlet Familiar
(common)
Flaming Spear Trap
(common)
Barbarian Horde
(common)
Frostbite
(common)
Taunt
(common)
Primal Roar
(common)
Brute Strength
(common)
Rioting Tribesmen
(common)
Island
(basic)


less to cast for each opponent.)


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