[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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Taknar the Conqueror's power and toughness are each equal to the number of lands you control.
Whenever Taknar the Conqueror deals combat damage to a player, you may gain control of target land that player controls until Taknar the Conqueror leaves the battlefield. */*
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Partner with Ambush Master or Clan Champion (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
When Echo Conductor enters the battlefield, exile up to one target creature that didn't enter the battlefield this turn, then return that card to the battlefield under its owner's control. 1/2
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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. |
Partner with Ambush Master or Clan Champion (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
First strike When Hunt Caller enters the battlefield, create a 1/2 green Elf creature token with reach. 2/1
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Target attacking or blocking creature gets +3/+3 until end of turn.
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Flying (This creature can't be blocked except by creatures with flying or reach.)
When Hoarding Hatchling enters the battlefield, create a colorless Treasure artifact token with " , Sacrifice this artifact: Gain one mana of any color."2/2
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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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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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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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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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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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Reach (This creature can block creatures with flying.)
Elfcycling ( , Discard this card: Search your library for a Elf card, reveal it and put it into your hand. Shuffle your library.)2/3
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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. |
If an opponent drew two or more cards this turn or scried this turn, you may pay
![]() rather than pay Maddening Miasma Trap's mana cost.
Target player exiles two cards from their hand and the top two cards of their library. |
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Taknar the Conqueror
(mythic)
Echo Conductor
(uncommon)
Blood Bond
(uncommon)
Hunt Caller
(uncommon)
Brute Strength
(common)
Hoarding Hatchling
(common)
Highland Raider
(common)
Dwarven Trapper
(common)
Ironwilled Defender
(common)
Storm-Axe Howler
(common)
Rioting Tribesmen
(common)
Deepwood Archer
(common)
Crumbling Ground Trap
(common)
Maddening Miasma Trap
(common)
Swamp
(basic)





, Sacrifice this artifact: Gain one mana of any color."