[H&V] Heroes & Villains: Virtual Booster
| [H&V] Heroes & Villains: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
| 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.
|
Creatures you control get +1/+1 and can't be blocked this turn by creatures with less power.
|
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.)
Whenever another creature enters the battlefield, put a +1/+1 counter on Clan Champion. 1/1
|
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. |
Destroy target noncreature permanent.
|
Target attacking or blocking creature gets +3/+3 until end of turn.
|
|
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
|
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
|
When Enlightened Visionary enters the battlefield, look at target face-down permanent. If you do, scry 1.
1/1
|
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.)
Timebomb Trap deals damage to target damagable permanent or player equal to the number of charge counters on Timebomb Trap. |
|
First strike (This creature deals combat damage before creatures without first strike.)
2/1
|
Haste (This creature can attack and
as soon as it comes under your control.)
Rioting Tribesmen attacks each turn if able. 5/2
|
Target creature gains haste and attacks this turn if able.
|
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. |
|
Savage Stampede
(rare)
Clan Champion
(uncommon)
Poison-Tipped Volley
(uncommon)
Savage Justice
(uncommon)
Brute Strength
(common)
Swiftlet Familiar
(common)
Ironwilled Defender
(common)
Enlightened Visionary
(common)
Crumbling Ground Trap
(common)
Timebomb Trap
(common)
Gilt-Leaf Archer
(common)
Rioting Tribesmen
(common)
Taunt
(common)
Flaming Spear Trap
(common)
Forest
(basic)






as soon as it comes under your control.)