[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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Target creature gets +1/+1 and gains intimidate until end of turn.
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As Elfhame Palace enters the battlefield, you may reveal an Elf card from your hand. If you don't, Elfhame Palace enters the battlefield tapped.
: Gain or . |
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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Trample
When Boar-Tusk Berserker enters the battlefield, it deals 1 damage to target creature or player and you gain 1 life. 2/2
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As long as a creature has been dealt damage this turn, creatures you control get +2/+0.
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Punch in the Face deals 3 damage to target player.
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Target attacking or blocking creature gets +3/+3 until end of turn.
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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. |
First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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.) |
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Target creature gains haste and attacks this turn if able.
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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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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
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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Primal Roar
(common, foil)
Elfhame Palace
(rare)
Caleria's Rebel
(uncommon)
Boar-Tusk Berserker
(uncommon)
Blood in the Water
(uncommon)
Punch in the Face
(common)
Brute Strength
(common)
Flaming Spear Trap
(common)
Gilt-Leaf Archer
(common)
Spill from the Cracks
(common)
Taunt
(common)
Highland Raider
(common)
Ironwilled Defender
(common)
Swiftlet Familiar
(common)
Island
(basic)

: Gain
.

