[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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Battle cry, haste
Creatures you control can't be blocked by creatures with less power. 2/2
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If an opponent cast a spell this turn, you may pay
rather than pay Cascading Sand Trap's mana cost.
Cascading Sand Trap deals 4 damage to each opponent. |
Enchant creature
Enchanted creature gets +5/+2. Cycling ( , Discard this card: Draw a card.) |
Enchant creature
Enchanted creature gets +3/+3 Whenever enchanted creature is dealt damage, it deals that much damage to its controller. |
, , Discard a card: Draw a card.
, Discard a Trap card: Draw a card.1/1
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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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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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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. |
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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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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![]() : Target creature gains haste
until end of turn. 1/1
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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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Target attacking or blocking creature gets +3/+3 until end of turn.
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Ridgeline Raider
(rare)
Cascading Sand Trap
(uncommon)
Improvised Weaponry
(uncommon)
Blood Bond
(uncommon)
Dwarven Engineer
(common)
Swiftlet Familiar
(common)
Rioting Tribesmen
(common)
Frostbite
(common)
Timebomb Trap
(common)
Maddening Miasma Trap
(common)
Highland Raider
(common)
Wildpeak Guide
(common)
Ironwilled Defender
(common)
Brute Strength
(common)
Island
(basic)



, Discard a card: Draw a card.


: Target creature gains haste