[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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Enchant player
Whenever a creature dies, if enchanted player controls more creatures than that creature's controller, enchanted player sacrifices a creature. |
Enchant creature
Enchanted creature gets +5/+2. Cycling ( , Discard this card: Draw a card.) |
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 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.)
When Echo Conductor enters the battlefield, exile up to one target creature that didn't enter the battlefield this turn, then return that card to the battlefield under its owner's control. 1/2
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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Frostbite deals 4 damage to target nonsnow creature.
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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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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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![]() : Target creature gains haste
until end of turn. 1/1
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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. |
First strike (This creature deals combat damage before creatures without first strike.)
2/1
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Target creature gets +1/+1 and gains intimidate 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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Curse of Bloody Balance
(rare)
Improvised Weaponry
(uncommon)
Suppressive Fire
(uncommon)
Echo Conductor
(uncommon)
Storm-Axe Howler
(common)
Frostbite
(common)
Familiar Trainer
(common)
Dwarven Trapper
(common)
Highland Raider
(common)
Wildpeak Guide
(common)
Crumbling Ground Trap
(common)
Gilt-Leaf Archer
(common)
Primal Roar
(common)
Rioting Tribesmen
(common)
Forest
(basic)





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