[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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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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Flash (You may cast this spell any time you could cast an instant.)
Surmount — When Guardian of Ancient Lore enters the battlefield, draw a card for each player that has cast a spell this turn. Guardian of Ancient Lore gets +1/+1 for each card in your hand. 0/0
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At the end of each player's turn, if that player hasn't cast a spell this turn, Restless Pyroshaman deals 2 damage to them.
2/1
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Enchant creature
Enchanted creature gets +3/+3 Whenever enchanted creature is dealt damage, it deals that much damage to its controller. |
If two or more creatures entered the battlefield under an opponent's control this turn, you may pay
![]() rather than pay Crushing Wall Trap's mana cost.
Creatures target player controls get -2/-2 until end of turn. |
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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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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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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. |
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. |
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. |
Haste (This creature can attack and
as soon as it comes under your control.)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) 3/1
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Familiar Trainer
(common, foil)
Guardian of Ancient Lore
(rare)
Restless Pyroshaman
(uncommon)
Blood Bond
(uncommon)
Crushing Wall Trap
(uncommon)
Familiar Trainer
(common)
Dwarven Trapper
(common)
Primal Roar
(common)
Rioting Tribesmen
(common)
Frostbite
(common)
Crumbling Ground Trap
(common)
Timebomb Trap
(common)
Flaming Spear Trap
(common)
Brash Brute
(common)
Swamp
(basic)






as soon as it comes under your control.)