[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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Sentinel of the Wilds enters the battlefield with X vigil counters on it.
Whenever Sentinel of the Wilds attacks, create a green Elemental Beast creature token with power and toughness each equal to the number of vigil counters on Sentinel of the Wilds. 3/3
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Instant and sorcery spells you control have lifelink.
2/2
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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.)
Draw a card for each charge counter on Stack of Scrolls. You may cast a card with converted mana cost five or less from your hand without paying its mana cost. |
Flash (You may cast this spell any time you could cast an instant.)
When Caleria's Rebel enters the battlefield, it deals 3 damage to up to one target attacking or blocking creature. 1/2
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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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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. |
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. |
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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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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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.)
Timebomb Trap deals damage to target damagable permanent or player equal to the number of charge counters on Timebomb Trap. |
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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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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Sentinel of the Wilds
(rare)
Ruthless Trapper
(uncommon)
Stack of Scrolls
(uncommon)
Caleria's Rebel
(uncommon)
Familiar Trainer
(common)
Maddening Miasma Trap
(common)
Crumbling Ground Trap
(common)
Flaming Spear Trap
(common)
Ironwilled Defender
(common)
Storm-Axe Howler
(common)
Dwarven Trapper
(common)
Timebomb Trap
(common)
Brash Brute
(common)
Rioting Tribesmen
(common)
Swamp
(basic)







as soon as it comes under your control.)