[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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Destroy target noncreature permanent.
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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. |
When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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Frostbite deals 4 damage to target nonsnow creature.
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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. |
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.) |
Only twenty years after the Sima clan united the empire, invading barbarians divided it again.
3/3
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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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Vigilance (Attacking doesn't cause this creature to tap.)
Whenever Restless Barbarian fights, put a +1/+1 counter onto it at the beginning of the next end step. Take their home and take their land; you will know they’ll be back for it one day.
2/2
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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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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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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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Elfhame Palace
(rare)
Blood in the Water
(uncommon)
Savage Justice
(uncommon)
Fetishes of Fortune
(uncommon)
Dwarven Trapper
(common)
Frostbite
(common)
Crumbling Ground Trap
(common)
Warren Outpour
(common)
Barbarian Horde
(common)
Enlightened Visionary
(common)
Restless Barbarian
(common)
Familiar Trainer
(common)
Rioting Tribesmen
(common)
Timebomb Trap
(common)
Plains
(basic)
: Gain
or
.



