[H&V] Heroes & Villains: Virtual Booster

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Mechanics | Heroic Decks | Archenemy Deck | Design Notes
Printable
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.
 U 
Enchantment
If a creature would deal damage to an opponent, if that player's life total is equal to their maximum life total, it deals thrice that damage instead.
 
 R 
Creature – Human Barbarian
Battle cry, haste
Creatures you control can't be blocked by creatures with less power.
2/2
 U 
Tribal Instant – Archer
Prevent all combat damage that would be dealt this turn.
You may have an Archer you control fight an attacking or blocking creature you don't control of your choice.
 U 
Instant – Trap
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.)
Venomshower Trap costs {3} less if a creature is attacking it.
Destroy target creature. It's controller loses 3 life.
 U 
Sorcery
Destroy target noncreature permanent.
 C 
Sorcery
Target creature gets +1/+1 and gains intimidate until end of turn.
 C 
Instant
Surmount — For each player that has cast a spell this turn, create a 1/1 red Goblin creature token.
Spill from the Cracks deals damage equal to the number of creatures you control to any target. (This can target an asset, creature, planeswalker or player.)
 C 
Creature – Cat Familiar
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
 C 
Snow Instant
Frostbite deals 4 damage to target nonsnow creature.
 C 
Creature – Human Barbarian Soldier
Only twenty years after the Sima clan united the empire, invading barbarians divided it again.
3/3
 C 
Instant – Trap
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.
 C 
Creature – Dwarve Rogue
Haste
When Dwarven Delver enters the battlefield, reveal the top three cards of your library. You may put a Treasure or Trove card revealed this way into your hand. Bury the rest.
2/1
 C 
Instant – Trap
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.
 C 
Snow Creature – Human Barbarian
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
Plains
 
 B 
Basic Land – Plains

First Blood (uncommon, foil)
Ridgeline Raider (rare)
Suppressive Fire (uncommon)
Venomshower Trap (uncommon)
Savage Justice (uncommon)
Primal Roar (common)
Spill from the Cracks (common)
Feline Familiar (common)
Frostbite (common)
Barbarian Horde (common)
Flaming Spear Trap (common)
Dwarven Delver (common)
Timebomb Trap (common)
Highland Raider (common)
Plains (basic)