[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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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 . |
Partner with Vulturous Duergin or Paradise Hunter (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Lifelink As long as you have more life than an opponent, Quillcloak Drifter has flying. Any common feather will do, but vanity prefers extravagant plumage.
2/2
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Partner with Rukh Nestraider or Quillcloak Drifter (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
Reach Whenever you draw a card, Paradise Hunter gets +1/+1 until end of turn and you gain 1 life. 1/2
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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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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
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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.) |
Target creature gets +1/+1 and gains intimidate until end of turn.
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![]() : Target creature gains haste
until end of turn. 1/1
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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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First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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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Punch in the Face deals 3 damage to target player.
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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. |
Target creature gets +1/+0 and gains first strike until end of turn.
Snowstorm (When you cast this spell, copy it for each snow spell cast before it this turn.) |
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Elfhame Palace
(rare)
Quillcloak Drifter
(uncommon)
Paradise Hunter
(uncommon)
Ambush Master
(uncommon)
Feline Familiar
(common)
Spill from the Cracks
(common)
Primal Roar
(common)
Wildpeak Guide
(common)
Brash Brute
(common)
Gilt-Leaf Archer
(common)
Familiar Trainer
(common)
Punch in the Face
(common)
Flaming Spear Trap
(common)
Fists of Flurry
(common)
Mountain
(basic)
: Gain
or
.


: Target creature gains haste
