[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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Trample
Raiding Horde’s power and toughness are each equal to the number of creatures your team controls plus the number of lands your team controls. The thunder of thousands of hooves heralds a storm that will tear apart armies and reduce kingdoms to rubble.
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Put a +1/+1 counter on each creature your team controls. Those creatures gain trample until end of turn.
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Partner with Ambush Master or Clan Champion (When this creature enters the battlefield, target player may put one of those cards into their hand from their library, then shuffle.)
When Echo Conductor enters the battlefield, exile up to one target creature that didn't enter the battlefield this turn, then return that card to the battlefield under its owner's control. 1/2
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Enchant creature
When Vow of Pugilism enters the battlefield, remove all Equipment attached to enchanted creature. Enchanted creature can't be equipped. Sacrifice Vow of Pugilism: Attach target equipment you control to enchanted creature. |
If an opponent played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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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. |
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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Target attacking or blocking creature gets +3/+3 until end of turn.
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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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Whenever a creature enters the battlefield under your control this turn, it deals 1 damage to target player.
Create a 1/1 red Goblin creature token. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.) |
When Dwarven Trapper enters the battlefield, return target Trap card from your graveyard to your hand.
2/2
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First strike (This creature deals combat damage before creatures without first strike.)
2/1
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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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Raiding Horde
(rare)
Savage Vigor
(uncommon)
Echo Conductor
(uncommon)
Vow of Pugilism
(uncommon)
Crumbling Ground Trap
(common)
Storm-Axe Howler
(common)
Flaming Spear Trap
(common)
Ironwilled Defender
(common)
Brute Strength
(common)
Rioting Tribesmen
(common)
Warren Outpour
(common)
Dwarven Trapper
(common)
Gilt-Leaf Archer
(common)
Highland Raider
(common)
Forest
(basic)






as soon as it comes under your control.)