[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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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.) |
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 . |
Cast Poison-Tipped Volley only if you control two or more Archers.
Poison-Tipped Volley deals 4 damage, divided as you choose amongst up to four target attacking or blocking creatures. |
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.)
First strike When Hunt Caller enters the battlefield, create a 1/2 green Elf creature token with reach. 2/1
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Draw a card.
Return an instant card from your graveyard to your hand, then install a card from your hand. |
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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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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 drew two or more cards this turn or scried this turn, you may pay
![]() 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. |
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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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 gains haste
until end of turn. 1/1
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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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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 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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Fists of Flurry
(common, foil)
Elfhame Palace
(rare)
Poison-Tipped Volley
(uncommon)
Hunt Caller
(uncommon)
Inscribe Scroll
(uncommon)
Feline Familiar
(common)
Familiar Trainer
(common)
Maddening Miasma Trap
(common)
Ironwilled Defender
(common)
Flaming Spear Trap
(common)
Wildpeak Guide
(common)
Highland Raider
(common)
Rioting Tribesmen
(common)
Kavu-Coat Berserker
(common)
Forest
(basic)
: Gain
or
.





: Target creature gains haste