[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 Elfhame Palace enters the battlefield, you may reveal an Elf card from your hand. If you don't, Elfhame Palace enters the battlefield tapped.
: Gain or . |
As long as a creature has been dealt damage this turn, creatures you control get +2/+0.
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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.)
Study Forbidden Lore costs less to cast for each charge counter on it.
Draw three card. You lose 1 life for each charge counter on Study Forbidden Lore. |
Draw a card.
Return an instant card from your graveyard to your hand, then install a card from your hand. |
If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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When Enlightened Visionary enters the battlefield, look at target face-down permanent. If you do, scry 1.
1/1
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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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Only twenty years after the Sima clan united the empire, invading barbarians divided it again.
3/3
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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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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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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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Elfhame Palace
(rare)
Blood in the Water
(uncommon)
Study Forbidden Lore
(uncommon)
Inscribe Scroll
(uncommon)
Crumbling Ground Trap
(common)
Storm-Axe Howler
(common)
Enlightened Visionary
(common)
Frostbite
(common)
Familiar Trainer
(common)
Barbarian Horde
(common)
Rioting Tribesmen
(common)
Ironwilled Defender
(common)
Wildpeak Guide
(common)
Feline Familiar
(common)
Swamp
(basic)
: Gain
or
.





: Target creature gains haste