[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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Partner with Hunt Caller or Echo Conductor (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
When Ambush Master enters the battlefield, it deals damage to up to one target creature equal to the number of creatures you control. 2/2
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Enchant creature
Enchanted creature gets +5/+2. Cycling ( , Discard this card: Draw a card.) |
Draw a card.
Return an instant card from your graveyard to your hand, then install a card from your hand. |
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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When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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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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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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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. |
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. |
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When Enlightened Visionary enters the battlefield, look at target face-down permanent. If you do, scry 1.
1/1
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, , Discard a card: Draw a card.
, Discard a Trap card: Draw a card.1/1
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![]() : Target creature gains haste
until end of turn. 1/1
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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. |
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Sentinel of the Wilds
(rare)
Ambush Master
(uncommon)
Improvised Weaponry
(uncommon)
Inscribe Scroll
(uncommon)
Familiar Trainer
(common)
Dwarven Trapper
(common)
Rioting Tribesmen
(common)
Ironwilled Defender
(common)
Maddening Miasma Trap
(common)
Timebomb Trap
(common)
Enlightened Visionary
(common)
Dwarven Engineer
(common)
Wildpeak Guide
(common)
Flaming Spear Trap
(common)
Mountain
(basic)






as soon as it comes under your control.)

: Target creature gains haste