[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.)
Hellkite's Inferno deals X damage to each of X target creatures and/or planeswalkers. |
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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Put a +1/+1 counter on each creature your team controls. Those creatures gain trample until end of turn.
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Destroy target noncreature permanent.
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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
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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. |
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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Punch in the Face deals 3 damage to target player.
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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. |
If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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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.)
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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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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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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Hellkite's Inferno
(rare)
Hunt Caller
(uncommon)
Savage Vigor
(uncommon)
Savage Justice
(uncommon)
Feline Familiar
(common)
Timebomb Trap
(common)
Deepwood Archer
(common)
Punch in the Face
(common)
Maddening Miasma Trap
(common)
Crumbling Ground Trap
(common)
Flaming Spear Trap
(common)
Brash Brute
(common)
Familiar Trainer
(common)
Ironwilled Defender
(common)
Swamp
(basic)


less to cast for each opponent.)





as soon as it comes under your control.)