[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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As Gilt-Leaf Palace enters the battlefield, you may reveal an Elf card from your hand. If you don't, Gilt-Leaf Palace enters the battlefield tapped.
: Gain or . |
Enchant creature
Enchanted creature gets +5/+2. Cycling ( , Discard this card: Draw a card.) |
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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Cast Poison-Tipped Volley only if you control two or more Archers.
Poison-Tipped Volley deals 4 damage, divided as you choose amongst up to four target attacking or blocking creatures. |
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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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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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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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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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. |
If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
![]() : Target creature gains haste
until end of turn. 1/1
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Target creature gains haste and attacks this turn if able.
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First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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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Gilt-Leaf Palace
(rare)
Improvised Weaponry
(uncommon)
Echo Conductor
(uncommon)
Poison-Tipped Volley
(uncommon)
Feline Familiar
(common)
Ironwilled Defender
(common)
Highland Raider
(common)
Rioting Tribesmen
(common)
Flaming Spear Trap
(common)
Crumbling Ground Trap
(common)
Wildpeak Guide
(common)
Taunt
(common)
Gilt-Leaf Archer
(common)
Familiar Trainer
(common)
Island
(basic)
: Gain
or
.



: Target creature gains haste
