[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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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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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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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.)
Shadowrealm Trap costs less for each charge counter on it.
Each opponent sacrifices a creature attacking you or a planeswalker you control. |
First strike (This creature deals combat damage before creatures without first strike.)
2/1
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Menace (This creature can't be blocked except by two or more creatures.)
2/2
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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 played a nonbasic land this turn, you may pay
rather than pay Crumbling Ground Trap's mana cost.
Destroy target land. |
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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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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When Kavu-Coat Berserker enters the battlefield, choose up to two —
• Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. • Kavu-Coat Berserker deals 1 damage to target creature and 1 damage to itself. 4/2
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Reach (This creature can block creatures with flying.)
Elfcycling ( , Discard this card: Search your library for a Elf card, reveal it and put it into your hand. Shuffle your library.)2/3
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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. |
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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Raiding Horde
(rare)
Blackthorn Sniper
(uncommon)
Ambush Master
(uncommon)
Shadowrealm Trap
(uncommon)
Gilt-Leaf Archer
(common)
Storm-Axe Howler
(common)
Ironwilled Defender
(common)
Crumbling Ground Trap
(common)
Familiar Trainer
(common)
Brash Brute
(common)
Kavu-Coat Berserker
(common)
Deepwood Archer
(common)
Flaming Spear Trap
(common)
Feline Familiar
(common)
Mountain
(basic)





less for each charge counter on it.

as soon as it comes under your control.)