[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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Creatures you control get +1/+1 and can't be blocked this turn by creatures with less power.
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Wither (This deals damage to creatures in the form of -1/-1 counters.)
When Blackthorn Sniper enters the battlefield, it deals 1 damage to target creature. 1/4
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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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Draw a card.
Return an instant card from your graveyard to your hand, then install a card from your hand. |
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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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.)
Trample (This creature can deal excess combat damage to defending player or planeswalker while attacking.) 3/1
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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.)
Timebomb Trap deals damage to target damagable permanent or player equal to the number of charge counters on Timebomb Trap. |
Vigilance (Attacking doesn't cause this creature to tap.)
Whenever Restless Barbarian fights, put a +1/+1 counter onto it at the beginning of the next end step. Take their home and take their land; you will know they’ll be back for it one day.
2/2
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![]() : Target creature gains haste
until end of turn. 1/1
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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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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.)
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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Savage Stampede
(rare)
Blackthorn Sniper
(uncommon)
Savage Vigor
(uncommon)
Inscribe Scroll
(uncommon)
Rioting Tribesmen
(common)
Dwarven Trapper
(common)
Brash Brute
(common)
Timebomb Trap
(common)
Restless Barbarian
(common)
Wildpeak Guide
(common)
Gilt-Leaf Archer
(common)
Familiar Trainer
(common)
Crumbling Ground Trap
(common)
Flaming Spear Trap
(common)
Forest
(basic)





as soon as it comes under your control.)

: Target creature gains haste