[H&V] Heroes & Villains: Virtual Booster

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Mechanics | Heroic Decks | Archenemy Deck | Design Notes
Printable
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.
 R 
Sorcery
Undaunted (This spell costs {1} less to cast for each opponent.)
Create a 4/4 green Beast creature token.
For each creature you control, you may have it fight a creature you don't control.
 U 
Creature – Dwarf Scout
Instant and sorcery spells you control have lifelink.
2/2
 U 
Creature – Elf Archer Rebel
Flash (You may cast this spell any time you could cast an instant.)
When Caleria's Rebel enters the battlefield, it deals 3 damage to up to one target attacking or blocking creature.
1/2
 U 
Sorcery
Put a +1/+1 counter on each creature your team controls. Those creatures gain trample until end of turn.
 C 
Creature – Human Barbarian
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
 C 
Instant – Trap
If an opponent played a nonbasic land this turn, you may pay {r} rather than pay Crumbling Ground Trap's mana cost.
Destroy target land.
 C 
Instant
Surmount — For each player that has cast a spell this turn, create a 1/1 red Goblin creature token.
Spill from the Cracks deals damage equal to the number of creatures you control to any target. (This can target an asset, creature, planeswalker or player.)
 C 
Snow Creature – Human Barbarian
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
 C 
Creature – Cat Familiar
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
 C 
Instant – Trap
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.
 C 
Instant
Punch in the Face deals 3 damage to target player.
 C 
Instant – Trap
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.
 C 
Creature – Elf Archer
First strike (This creature deals combat damage before creatures without first strike.)
2/1
 C 
Creature – Dwarve Rogue
Haste
When Dwarven Delver enters the battlefield, reveal the top three cards of your library. You may put a Treasure or Trove card revealed this way into your hand. Bury the rest.
2/1
Island
 
 B 
Basic Land – Island

Beastmaster's Challenge (rare)
Ruthless Trapper (uncommon)
Caleria's Rebel (uncommon)
Savage Vigor (uncommon)
Ironwilled Defender (common)
Crumbling Ground Trap (common)
Spill from the Cracks (common)
Highland Raider (common)
Feline Familiar (common)
Flaming Spear Trap (common)
Punch in the Face (common)
Timebomb Trap (common)
Gilt-Leaf Archer (common)
Dwarven Delver (common)
Island (basic)