[H&V] Heroes & Villains: Virtual Booster

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Mechanics | Heroic Decks | Archenemy Deck | Design Notes
Printable
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.
 U 
Enchantment
When Pugilism enters the battlefield, unattached all equipment.
Creatures cannot be equipped.
Creatures you control have +1/+0.
 
 R 
Creature – Elf Archer
Vigilance
Whenever Ribbonbow Master blocks, each blocking creature gets +1/+1 until end of turn.
Whenever Ribbonbow Master becomes blocked, each blocking creature gets -1/-1 until end of turn.
3/4
 U 
Enchantment – Aura
Enchant creature
Enchanted creature gets +3/+3
Whenever enchanted creature is dealt damage, it deals that much damage to its controller.
 U 
Creature – Dwarf Rogue
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
 U 
Sorcery – Trove
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.)
Study Forbidden Lore costs {1} less to cast for each charge counter on it.
Draw three card. You lose 1 life for each charge counter on Study Forbidden Lore.
 C 
Creature – Human Wizard Scout
When Enlightened Visionary enters the battlefield, look at target face-down permanent. If you do, scry 1.
1/1
 C 
Instant
Punch in the Face deals 3 damage to target player.
 C 
Creature – Bird Familiar
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
 C 
Instant – Trap
If an opponent drew two or more cards this turn or scried this turn, you may pay {b}{b} rather than pay Maddening Miasma Trap's mana cost.
Target player exiles two cards from their hand and the top two cards of their library.
 C 
Creature – Human Barbarian
Haste (This creature can attack and {t} as soon as it comes under your control.)
Rioting Tribesmen attacks each turn if able.
5/2
 C 
Creature – Human Barbarian
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
 C 
Creature – Dwarf Artificer
{r}, {t}, Discard a card: Draw a card.
{t}, Discard a Trap card: Draw a card.
1/1
 C 
Creature – Dwarve Rogue
Haste
When Dwarven Delver enters the battlefield, reveal the top three cards of your library. You may put a Treasure or Trove card revealed this way into your hand. Bury the rest.
2/1
 C 
Sorcery
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.)
Forest
 
 B 
Basic Land – Forest

Pugilism (uncommon, foil)
Ribbonbow Master (rare)
Blood Bond (uncommon)
Ambush Master (uncommon)
Study Forbidden Lore (uncommon)
Enlightened Visionary (common)
Punch in the Face (common)
Swiftlet Familiar (common)
Maddening Miasma Trap (common)
Rioting Tribesmen (common)
Ironwilled Defender (common)
Dwarven Engineer (common)
Dwarven Delver (common)
Warren Outpour (common)
Forest (basic)