[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.)
Create a 4/4 green Beast creature token. For each creature you control, you may have it fight a creature you don't control. |
Discard a card. If you do, draw a card and you may discard two cards. If you do, draw two cards and you may discard three cards. If you do, draw three cards.
Draw a card. Dwarves have long been known for delving too deep.
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Partner with Rukh Nestraider or Quillcloak Drifter (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Reach Whenever you draw a card, Paradise Hunter gets +1/+1 until end of turn and you gain 1 life. 1/2
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Partner with Vulturous Duergin or Paradise Hunter (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Lifelink As long as you have more life than an opponent, Quillcloak Drifter has flying. Any common feather will do, but vanity prefers extravagant plumage.
2/2
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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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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.) |
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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When Kavu-Coat Berserker enters the battlefield, choose up to two —
• Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. • Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. 4/2
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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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Target creature gets +1/+0 and gains first strike until end of turn.
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.) |
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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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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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Target creature gets +1/+1 and gains intimidate until end of turn.
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First strike (This creature deals combat damage before creatures without first strike.)
2/1
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Beastmaster's Challenge
(rare)
Dungeon Invasion
(uncommon)
Paradise Hunter
(uncommon)
Quillcloak Drifter
(uncommon)
Timebomb Trap
(common)
Warren Outpour
(common)
Swiftlet Familiar
(common)
Kavu-Coat Berserker
(common)
Familiar Trainer
(common)
Fists of Flurry
(common)
Highland Raider
(common)
Rioting Tribesmen
(common)
Primal Roar
(common)
Gilt-Leaf Archer
(common)
Swamp
(basic)


less to cast for each opponent.)




as soon as it comes under your control.)