[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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If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
Choose target opponent. Headbutt deals damage to you equal to half that player's life total, rounded up, and simultaneously deals damage to that player equal to half your life total, rounded up.
Damage dealt this way cannot be prevented. |
Reach (This creature can block creatures with flying.)
Other Archer creatures you control have deathtouch. : Shadow Oak Bowmaster deals 1 damage to target creature with flying.3/3
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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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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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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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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. |
Frostbite deals 4 damage to target nonsnow creature.
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Target attacking or blocking creature gets +3/+3 until end of turn.
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Target creature gains haste and attacks this turn if able.
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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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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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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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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. |
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Crumbling Ground Trap
(common, foil)
Headbutt
(rare)
Shadow Oak Bowmaster
(uncommon)
Echo Conductor
(uncommon)
Hunt Caller
(uncommon)
Storm-Axe Howler
(common)
Maddening Miasma Trap
(common)
Frostbite
(common)
Brute Strength
(common)
Taunt
(common)
Ironwilled Defender
(common)
Feline Familiar
(common)
Highland Raider
(common)
Flaming Spear Trap
(common)
Swamp
(basic)




: Shadow Oak Bowmaster deals 1 damage to target creature with flying.

