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25
Characters Joined
Marvel Super Heroes Commander
Released June 26, 2026
MSC
Cards
All cards in Marvel Super Heroes Commander.
Invisible Woman{2}{W}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. 3/3 Mister Fantastic{2}{U}Reach, vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. 2/4 Human Torch{3}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. 3/2 The Thing{5}{G}Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. 5/5 Captain America, Team Leader{R}{W}{U}Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. 3/3 Doctor Doom, King of Latveria{1}{U}{B}{R}Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 3/3 T'Challa, the Black Panther{1}{G}{W}Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. 2/2 Galactus, Devourer of Worlds{10}Flying, trample, indestructible
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. 12/12 Molecule Man{6}Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) 5/5 Silver Surfer, Galactus's Herald{5}Flying
When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle.
Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. 4/5 Avenge{4}{W}{W}This spell costs {2} less to cast if a player attacked you during their last turn.
Destroy all creatures. You gain 1 life for each creature destroyed this way. Dora Milaje Elite{1}{W}First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. 2/2 Everett K. Ross, Hapless Attaché{2}{W}Commander creatures you control get +1/+1 and have lifelink.
Whenever an opponent attacks you with two or more creatures, draw a card. 1/3 Falcon and Redwing{2}{W}Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. 1/2 Hatut Zeraze Strike Force{3}{W}When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
When this creature enters, destroy up to one target artifact or enchantment. 2/2 Hercules, Olympian Hero{3}{W}{W}Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.
Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) 3/3 Heroic Return{5}{W}This spell costs {2} less to cast if a creature is attacking you.
Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. Heroic Sacrifice{1}{W}Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. Invisible Force Field{1}{W}Up to four target permanents you control gain indestructible until end of turn.
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.) King Solomon's Frogs{3}{W}Flash
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
{3}, {T}, Exile King Solomon's Frogs: You become the monarch. Methods of the Mighty{3}{W}Choose one or more —
• Destroy target artifact.
• Destroy target tapped creature.
• Put a +1/+1 counter on each creature you control. Midnight Angel Armor{3}{W}{W}When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +3/+3 and has flying and vigilance.
Equip {3} Queen Mother Ramonda{3}{W}{W}When Queen Mother Ramonda enters, you become the monarch.
As long as you're the monarch, creatures with power 2 or less can't attack you. 3/5 Royal Talon Fighter Jet{X}{W}{W}Flying
This Vehicle enters with X +1/+1 counters on it.
Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it.
Crew 2 1/1 The Spear of Bashenga{4}{W}When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip {2} Ultimate Nullification{4}{W}As an additional cost to cast this spell, sacrifice a legendary creature.
Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. Winter Soldier, Reborn Avenger{4}{W}Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. 3/5 Council of Reeds{2}{U}The "legend rule" doesn't apply to creatures you control.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. 2/2 Extract Power{5}{U}Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. Fantastic Elasticity{2}{U}Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
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.) Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Kang Dynasty{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn. Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Age of Ultron{4}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them. Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Klaw, Master of Sound{2}{B}Deathtouch
Whenever you play a card from exile, Klaw gains indestructible until end of turn.
Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. 3/3 Abomination, World Ravager{7}{R}Menace, trample
Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) 10/10 Alicia Masters, Skilled Sculptor{1}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. 0/4 Batroc the Leaper{1}{R}Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Batroc enters with a +1/+1 counter on him for each time he was kicked.
When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. 2/2 Firebird, Blazing Ranger{2}{R}Flying
Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. 1/3 Flame On!{4}{R}Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn.
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.) Franklin Richards, Ascendant{5}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) 6/6 Killmonger, Ruthless Usurper{2}{R}Trample
Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls.
Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. 3/3 Lady Loki, Agent of Chaos{5}{R}Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. 5/5 Living Laser{4}{R}Haste
Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. 4/4 Loki's Scepter{2}{R}When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste.
{T}: Add one mana of any color. Nova Flame{X}{2}{R}{R}Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. Photon, Mighty Marvel{3}{R}Flying
Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. 2/4 Puppet Master, String Puller{2}{R}Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. 2/4 She-Hulk, Wallbreaker{5}{R}Trample
Other Heroes you control have trample.
Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. 5/5 Stilt-Man, Towering Terror{2}{R}Reach
Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. 4/2 Titania, Proud Pummeler{3}{R}First strike
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. 3/3 War Machine, Avenging Arsenal{4}{R}Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Wakanda Forever!{4}{G}{G}Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Zuri, Warrior of Wakanda{1}{G}Trample
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Ant-Man, Elusive Avenger{1}{U}{R}Ant-Man can't be blocked by creatures with greater power.
Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. 1/2 Archnemesis{1}{U}{B}Enchant opponent
Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life.
Whenever a player attacks you, you may attach this Aura to that player. Bast, Panther Goddess{2}{G}{W}Reach, trample, indestructible
Bast can't attack or block unless you control three or more creatures.
Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. 4/4 Black Bolt, Inhuman King{2}{W}{U}Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. 3/3 Black Widow, Agile Avenger{1}{R}{W}Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. 2/2 Captain Marvel, Apex Avenger{5}{R}{W}Flying, double strike, indestructible
Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. 4/4 Cosmic Crucible{4}{G}{U}At the beginning of your first main phase, add four mana in any combination of colors.
Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) Crystal, Inhuman Princess{1}{R}{G}Flying
Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is.
{T}: Add {R}, {G}, {W}, or {U}. 2/3 Director Nick Fury{U}{R}{W}Hero spells you cast cost {1} less to cast.
Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. 2/4 Dragon Man, Reformed Robot{2}{W}{U}Flying
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. */5 First Family{2}{G}{U}You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. Hawkeye, Avenging Archer{2}{U}{R}Reach
Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card.
{T}: Hawkeye deals 1 damage to any target. 3/4 Kang Prime{3}{U}{B}Flying
Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) 3/5 Loki, the Deceiver{1}{U}{B}{R}Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step.
Whenever one or more Villains you control deal combat damage to a player, draw a card. 4/4 Love on the Battlefield{1}{U}{R}Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. Namor, Atlantean King{1}{W}{U}Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. 2/2 Okoye, Mighty and Adored{2}{G}{W}When Okoye enters, you become the monarch.
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. 3/3 Power Pack{1}{R}{G}{W}{U}Flying, vigilance, trample, haste
Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 4/4 Quicksilver, Speedster{3}{U}{R}Flash
Double strike, haste
As long as Quicksilver is tapped, you may cast spells as though they had flash. 3/4 Red Ghost, Intangible Genius{2}{U}{R}Ward {2}
Red Ghost can't be blocked.
Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. 2/3 Scarlet Witch, Chaotic Avenger{2}{U}{R}Flying
Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. 3/3 Shang-Chi and the Ten Rings{1}{W}{U}First strike
Whenever you draw a card, put a +1/+1 counter on Shang-Chi.
When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. 2/2 Shuri, the Black Panther{G}{W}Lifelink
Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. 2/3 The Squadron Sinister{5}{U}{R}Flying, haste
Other Villains you control get +2/+2 and have flying and haste.
Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) 5/5 Storm, Queen of Wakanda{3}{G}{W}Flying
Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power.
Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. 4/5 T'Chaka, Venerable King{G}{W}When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand.
{3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. 2/2 Typhoid Mary, Fractured{1}{B}{R}Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life. 3/3 Ultron, Unlimited{1}{U}{B}Flying
Whenever Ultron attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. 2/2 Willie Lumpkin, Postman{W}{U}Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. 1/3 Avengers Quinjet{5}Flying
Whenever this Vehicle enters or attacks, choose one —
• You may put a Hero creature card from your hand onto the battlefield.
• Return target Hero creature card from your graveyard to your hand.
Crew 3 4/4 Doom's Time Platform{4}Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) The Fantasticar{3}Flying
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. 4/4 Heart-Shaped Herb{4}If a source an opponent controls would deal damage to you, prevent 1 of that damage.
{2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. H.E.R.B.I.E., Lovable Robot{2}Flying
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1.
{T}: Add {C}.
{1}, {T}: Add one mana of any color. 1/1 Hulkbuster Armor{4}Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero {3}
Equip {6} Jocasta, Automaton Avenger{3}Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. 2/2 Kimoyo Beads{4}At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. N'Yami-Class Mother Ship{6}Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3 5/7 Negative Zone Portal{2}{2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card.
At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Panther Habit{4}If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it.
Equip {2} Panther Robot{10}Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Reach, trample 8/8 Shuri's Fabricator{4}When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Austere Command{4}{W}{W}Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater. Bastion Protector{2}{W}Commander creatures you control get +2/+2 and have indestructible. 3/3 Bovine Intervention{1}{W}Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token. Cleansing Nova{3}{W}{W}Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments. Clever Concealment{2}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Cut a Deal{2}{W}Each opponent draws a card, then you draw a card for each opponent who drew a card this way. Destroy Evil{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment. Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Dispatch{W}Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature. Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Generous Gift{2}{W}Destroy target permanent. Its controller creates a 3/3 green Elephant creature token. Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Ingenious Smith{1}{W}When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Make Your Move{2}{W}Destroy target artifact, enchantment, or creature with power 4 or greater. Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Palace Jailer{2}{W}{W}When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. 2/2 Path to Exile{W}Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. Promise of Loyalty{4}{W}Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. Swords to Plowshares{W}Exile target creature. Its controller gains life equal to its power. Tragic Arrogance{3}{W}{W}For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. Valorous Stance{1}{W}Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater. Vanquish the Horde{6}{W}{W}This spell costs {1} less to cast for each creature on the battlefield.
Destroy all creatures. Arcane Denial{1}{U}Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep. Chameleon, Master of Disguise{3}{U}You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem {2}{U} (You may cast this card from your graveyard for {2}{U} if you discarded it this turn. Timing rules still apply.) 2/3 Deep Analysis{3}{U}Target player draws two cards.
Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) Kindred Discovery{3}{U}{U}As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card. Propaganda{2}{U}Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. Quantum Misalignment{4}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
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.) Reconnaissance Mission{2}{U}{U}Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling {2} ({2}, Discard this card: Draw a card.) Recurring Insight{4}{U}{U}Draw cards equal to the number of cards in target opponent's hand.
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.) Black Market Connections{2}{B}At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) Kindred Dominance{5}{B}{B}Choose a creature type. Destroy all creatures that aren't of the chosen type. Lethal Scheme{2}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Night's Whisper{1}{B}You draw two cards and lose 2 life. Syphon Mind{3}{B}Each other player discards a card. You draw a card for each card discarded this way. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Toxic Deluge{2}{B}As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn. Withering Torment{2}{B}Destroy target creature or enchantment. You lose 2 life. Blasphemous Act{8}{R}This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature. Chaos Warp{2}{R}The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. Into the Time Vortex{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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.) Seize the Day{3}{R}Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Superior Foes of Spider-Man{2}{R}Trample
Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature. 3/3 Vandalblast{R}Destroy target artifact you don't control.
Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") Beast Within{2}{G}Destroy target permanent. Its controller creates a 3/3 green Beast creature token. Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. Cultivate{2}{G}Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. Farseek{1}{G}Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Harmonize{2}{G}{G}Draw three cards. Loyal Guardian{4}{G}Trample
Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control. 4/4 Nature's Lore{1}{G}Search your library for a Forest card, put that card onto the battlefield, then shuffle. Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) Terramorph{3}{G}Search your library for a basic land card, put it onto the battlefield, then shuffle.
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.) Three Visits{1}{G}Search your library for a Forest card, put it onto the battlefield, then shuffle. Bedevil{B}{B}{R}Destroy target artifact, creature, or planeswalker. Expressive Iteration{U}{R}Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn. Galvanic Iteration{U}{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Hull Breach{R}{G}Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target artifact and target enchantment. Prowler, Clawed Thief{1}{U}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever another Villain you control enters, Prowler connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 2/3 Rip Apart{R}{W}Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment. Taunt from the Rampart{3}{R}{W}Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Terminate{B}{R}Destroy target creature. It can't be regenerated. Whirlwind of Thought{1}{U}{R}{W}Whenever you cast a noncreature spell, draw a card. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Chromatic Lantern{3}Lands you control have "{T}: Add one mana of any color."
{T}: Add one mana of any color. Coveted Jewel{6}When this artifact enters, draw three cards.
{T}: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Currency Converter{1}Whenever you discard a card, you may exile that card from your graveyard.
{2}, {T}: Draw a card, then discard a card.
{T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Door of Destinies{4}As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. Gilded Lotus{5}{T}: Add three mana of any one color. Helm of the Host{4}At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5} Hero's Blade{2}Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Lightning Greaves{2}Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0} Metallic Mimic{2}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. 2/1 Metalwork Colossus{11}This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control.
Sacrifice two artifacts: Return this card from your graveyard to your hand. 10/10 Meteor Golem{7}When this creature enters, destroy target nonland permanent an opponent controls. 3/3 Mirage Mirror{3}{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. Patchwork Banner{3}As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
{T}: Add one mana of any color. Progenitor's Icon{3}As this artifact enters, choose a creature type.
{T}: Add one mana of any color.
{T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Relic of Legends{3}{T}: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color. Skullclamp{1}Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1} Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Solemn Simulacrum{4}When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card. 2/2 Swiftfoot Boots{2}Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Talisman of Conviction{2}{T}: Add {C}.
{T}: Add {R} or {W}. This artifact deals 1 damage to you. Talisman of Creativity{2}{T}: Add {C}.
{T}: Add {U} or {R}. This artifact deals 1 damage to you. Talisman of Dominance{2}{T}: Add {C}.
{T}: Add {U} or {B}. This artifact deals 1 damage to you. Talisman of Indulgence{2}{T}: Add {C}.
{T}: Add {B} or {R}. This artifact deals 1 damage to you. Talisman of Progress{2}{T}: Add {C}.
{T}: Add {W} or {U}. This artifact deals 1 damage to you. Thought Vessel{2}You have no maximum hand size.
{T}: Add {C}. Tome of Legends{2}This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Whispersilk Cloak{3}Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip {2} Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Crumbling NecropolisThis land enters tapped.
{T}: Add {U}, {B}, or {R}. Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Evolving Wilds{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. Mystic MonasteryThis land enters tapped.
{T}: Add {U}, {R}, or {W}. Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Secluded CourtyardAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Sungrass Prairie{1}, {T}: Add {G}{W}. Sunken Hollow({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands. Sunpetal GroveThis land enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}. Terramorphic Expanse{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Throne of the High City{T}: Add {C}.
{4}, {T}, Sacrifice this land: You become the monarch. Unclaimed TerritoryAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type. Scourglass{3}{W}{W}{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. Mind's Dilation{5}{U}{U}Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. Raise the Palisade{4}{U}Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. Spark Double{3}{U}You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. 0/0 Titan of Littjara{4}{U}{U}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. 6/6 Annie Joins Up{1}{R}{G}{W}When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. Fleecemane Lion{G}{W}{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible. 3/3 Genesis Ultimatum{G}{G}{U}{U}{U}{R}{R}Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. Containment Construct{2}Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn. 2/1 Fellwar Stone{2}{T}: Add one mana of any color that a land an opponent controls could produce. Hammer of Nazahn{4}Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip {4} Herald's Horn{3}As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. Mind's Eye{5}Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Sword of the Animist{2}Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip {2} Thran Dynamo{4}{T}: Add {C}{C}{C}. Galactus, Devourer of Worlds{10}Flying, trample, indestructible
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. 12/12 Molecule Man{6}Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) 5/5 Silver Surfer, Galactus's Herald{5}Flying
When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle.
Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. 4/5 Austere Command{4}{W}{W}Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater. Avenge{4}{W}{W}This spell costs {2} less to cast if a player attacked you during their last turn.
Destroy all creatures. You gain 1 life for each creature destroyed this way. Bastion Protector{2}{W}Commander creatures you control get +2/+2 and have indestructible. 3/3 Cleansing Nova{3}{W}{W}Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments. Clever Concealment{2}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Dora Milaje Elite{1}{W}First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. 2/2 Everett K. Ross, Hapless Attaché{2}{W}Commander creatures you control get +1/+1 and have lifelink.
Whenever an opponent attacks you with two or more creatures, draw a card. 1/3 Falcon and Redwing{2}{W}Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. 1/2 Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Hatut Zeraze Strike Force{3}{W}When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
When this creature enters, destroy up to one target artifact or enchantment. 2/2 Hercules, Olympian Hero{3}{W}{W}Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.
Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) 3/3 Heroic Return{5}{W}This spell costs {2} less to cast if a creature is attacking you.
Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. Heroic Sacrifice{1}{W}Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. Invisible Force Field{1}{W}Up to four target permanents you control gain indestructible until end of turn.
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.) King Solomon's Frogs{3}{W}Flash
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
{3}, {T}, Exile King Solomon's Frogs: You become the monarch. Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Methods of the Mighty{3}{W}Choose one or more —
• Destroy target artifact.
• Destroy target tapped creature.
• Put a +1/+1 counter on each creature you control. Midnight Angel Armor{3}{W}{W}When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +3/+3 and has flying and vigilance.
Equip {3} Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Scourglass{3}{W}{W}{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. Promise of Loyalty{4}{W}Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. Queen Mother Ramonda{3}{W}{W}When Queen Mother Ramonda enters, you become the monarch.
As long as you're the monarch, creatures with power 2 or less can't attack you. 3/5 Royal Talon Fighter Jet{X}{W}{W}Flying
This Vehicle enters with X +1/+1 counters on it.
Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it.
Crew 2 1/1 The Spear of Bashenga{4}{W}When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip {2} Tragic Arrogance{3}{W}{W}For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. Ultimate Nullification{4}{W}As an additional cost to cast this spell, sacrifice a legendary creature.
Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. Vanquish the Horde{6}{W}{W}This spell costs {1} less to cast for each creature on the battlefield.
Destroy all creatures. Winter Soldier, Reborn Avenger{4}{W}Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. 3/5 Council of Reeds{2}{U}The "legend rule" doesn't apply to creatures you control.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. 2/2 Extract Power{5}{U}Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. Fantastic Elasticity{2}{U}Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
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.) Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Kindred Discovery{3}{U}{U}As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card. Titan of Littjara{4}{U}{U}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. 6/6 Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 Spark Double{3}{U}You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. 0/0 Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Quantum Misalignment{4}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
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.) Raise the Palisade{4}{U}Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. Recurring Insight{4}{U}{U}Draw cards equal to the number of cards in target opponent's hand.
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.) Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 Mind's Dilation{5}{U}{U}Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Black Market Connections{2}{B}At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Kindred Dominance{5}{B}{B}Choose a creature type. Destroy all creatures that aren't of the chosen type. Klaw, Master of Sound{2}{B}Deathtouch
Whenever you play a card from exile, Klaw gains indestructible until end of turn.
Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. 3/3 Lethal Scheme{2}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Toxic Deluge{2}{B}As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn. Abomination, World Ravager{7}{R}Menace, trample
Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) 10/10 Alicia Masters, Skilled Sculptor{1}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. 0/4 Batroc the Leaper{1}{R}Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Batroc enters with a +1/+1 counter on him for each time he was kicked.
When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. 2/2 Blasphemous Act{8}{R}This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature. Chaos Warp{2}{R}The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. Firebird, Blazing Ranger{2}{R}Flying
Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. 1/3 Flame On!{4}{R}Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn.
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.) Franklin Richards, Ascendant{5}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) 6/6 Into the Time Vortex{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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.) Killmonger, Ruthless Usurper{2}{R}Trample
Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls.
Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. 3/3 Lady Loki, Agent of Chaos{5}{R}Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. 5/5 Living Laser{4}{R}Haste
Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. 4/4 Loki's Scepter{2}{R}When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste.
{T}: Add one mana of any color. Nova Flame{X}{2}{R}{R}Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. Photon, Mighty Marvel{3}{R}Flying
Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. 2/4 Puppet Master, String Puller{2}{R}Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. 2/4 Seize the Day{3}{R}Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) She-Hulk, Wallbreaker{5}{R}Trample
Other Heroes you control have trample.
Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. 5/5 Stilt-Man, Towering Terror{2}{R}Reach
Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. 4/2 Titania, Proud Pummeler{3}{R}First strike
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. 3/3 War Machine, Avenging Arsenal{4}{R}Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Wakanda Forever!{4}{G}{G}Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Zuri, Warrior of Wakanda{1}{G}Trample
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Ant-Man, Elusive Avenger{1}{U}{R}Ant-Man can't be blocked by creatures with greater power.
Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. 1/2 Archnemesis{1}{U}{B}Enchant opponent
Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life.
Whenever a player attacks you, you may attach this Aura to that player. Bast, Panther Goddess{2}{G}{W}Reach, trample, indestructible
Bast can't attack or block unless you control three or more creatures.
Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. 4/4 Bedevil{B}{B}{R}Destroy target artifact, creature, or planeswalker. Black Bolt, Inhuman King{2}{W}{U}Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. 3/3 Black Widow, Agile Avenger{1}{R}{W}Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. 2/2 Captain Marvel, Apex Avenger{5}{R}{W}Flying, double strike, indestructible
Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. 4/4 Cosmic Crucible{4}{G}{U}At the beginning of your first main phase, add four mana in any combination of colors.
Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) Crystal, Inhuman Princess{1}{R}{G}Flying
Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is.
{T}: Add {R}, {G}, {W}, or {U}. 2/3 Director Nick Fury{U}{R}{W}Hero spells you cast cost {1} less to cast.
Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. 2/4 Dragon Man, Reformed Robot{2}{W}{U}Flying
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. */5 First Family{2}{G}{U}You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. Genesis Ultimatum{G}{G}{U}{U}{U}{R}{R}Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. Annie Joins Up{1}{R}{G}{W}When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. Galvanic Iteration{U}{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Hawkeye, Avenging Archer{2}{U}{R}Reach
Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card.
{T}: Hawkeye deals 1 damage to any target. 3/4 Kang Prime{3}{U}{B}Flying
Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) 3/5 Loki, the Deceiver{1}{U}{B}{R}Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step.
Whenever one or more Villains you control deal combat damage to a player, draw a card. 4/4 Love on the Battlefield{1}{U}{R}Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. Namor, Atlantean King{1}{W}{U}Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. 2/2 Okoye, Mighty and Adored{2}{G}{W}When Okoye enters, you become the monarch.
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. 3/3 Power Pack{1}{R}{G}{W}{U}Flying, vigilance, trample, haste
Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 4/4 Quicksilver, Speedster{3}{U}{R}Flash
Double strike, haste
As long as Quicksilver is tapped, you may cast spells as though they had flash. 3/4 Red Ghost, Intangible Genius{2}{U}{R}Ward {2}
Red Ghost can't be blocked.
Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. 2/3 Scarlet Witch, Chaotic Avenger{2}{U}{R}Flying
Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. 3/3 Shang-Chi and the Ten Rings{1}{W}{U}First strike
Whenever you draw a card, put a +1/+1 counter on Shang-Chi.
When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. 2/2 Shuri, the Black Panther{G}{W}Lifelink
Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. 2/3 The Squadron Sinister{5}{U}{R}Flying, haste
Other Villains you control get +2/+2 and have flying and haste.
Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) 5/5 Storm, Queen of Wakanda{3}{G}{W}Flying
Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power.
Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. 4/5 T'Chaka, Venerable King{G}{W}When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand.
{3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. 2/2 Taunt from the Rampart{3}{R}{W}Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Typhoid Mary, Fractured{1}{B}{R}Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life. 3/3 Ultron, Unlimited{1}{U}{B}Flying
Whenever Ultron attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. 2/2 Fleecemane Lion{G}{W}{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible. 3/3 Whirlwind of Thought{1}{U}{R}{W}Whenever you cast a noncreature spell, draw a card. Willie Lumpkin, Postman{W}{U}Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. 1/3 Avengers Quinjet{5}Flying
Whenever this Vehicle enters or attacks, choose one —
• You may put a Hero creature card from your hand onto the battlefield.
• Return target Hero creature card from your graveyard to your hand.
Crew 3 4/4 Hammer of Nazahn{4}Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip {4} Chromatic Lantern{3}Lands you control have "{T}: Add one mana of any color."
{T}: Add one mana of any color. Coveted Jewel{6}When this artifact enters, draw three cards.
{T}: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Currency Converter{1}Whenever you discard a card, you may exile that card from your graveyard.
{2}, {T}: Draw a card, then discard a card.
{T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Doom's Time Platform{4}Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) Door of Destinies{4}As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. The Fantasticar{3}Flying
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. 4/4 Gilded Lotus{5}{T}: Add three mana of any one color. Heart-Shaped Herb{4}If a source an opponent controls would deal damage to you, prevent 1 of that damage.
{2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. H.E.R.B.I.E., Lovable Robot{2}Flying
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1.
{T}: Add {C}.
{1}, {T}: Add one mana of any color. 1/1 Helm of the Host{4}At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5} Hulkbuster Armor{4}Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero {3}
Equip {6} Jocasta, Automaton Avenger{3}Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. 2/2 Kimoyo Beads{4}At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. Metallic Mimic{2}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. 2/1 Metalwork Colossus{11}This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control.
Sacrifice two artifacts: Return this card from your graveyard to your hand. 10/10 Mirage Mirror{3}{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. N'Yami-Class Mother Ship{6}Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3 5/7 Negative Zone Portal{2}{2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card.
At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Panther Habit{4}If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it.
Equip {2} Mind's Eye{5}Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Panther Robot{10}Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Reach, trample 8/8 Progenitor's Icon{3}As this artifact enters, choose a creature type.
{T}: Add one mana of any color.
{T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Shuri's Fabricator{4}When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Skullclamp{1}Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1} Sword of the Animist{2}Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip {2} Solemn Simulacrum{4}When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card. 2/2 Tome of Legends{2}This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Sungrass Prairie{1}, {T}: Add {G}{W}. Sunken Hollow({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands. Sunpetal GroveThis land enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}. Throne of the High City{T}: Add {C}.
{4}, {T}, Sacrifice this land: You become the monarch. Iron Man, Futurist Paragon{4}{U}{U}Flying
At the beginning of combat on your turn, target artifact or creature becomes an artifact creature with base power and toughness 5/5 and gains flying. 5/5 Hulk, Always Angry{5}{R}{R}Trample
When Hulk enters, destroy all artifacts.
Hulk attacks each combat if able. 9/9 Thor, Guardian of Midgard{3}{R}{R}Flying
Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn. 5/5 Black Widow, Intel Expert{2}{W}First strike
Whenever Black Widow deals combat damage to an opponent, you and that player each draw two cards. 3/3 Captain America, Unbowed{3}{W}Flash
When Captain America enters, Soldiers and Heroes you control gain indestructible until end of turn. 3/4 Hawkeye, Trick Shot{3}{R}Reach, first strike
Whenever Hawkeye or another Hero you control enters, it deals damage equal to the number of Heroes you control to any target. 3/4 Ultron, Machine Overlord{5}Flying
Other Robots and Constructs you control get +2/+2. 4/4 Thanos, Death's Consort{2}{B}{B}Lifelink
Whenever another creature dies, put a +1/+1 counter on Thanos. 3/3 M.O.D.O.K., Evil Intellect{3}{B}{B}Flying
Whenever you draw your second card each turn, target opponent sacrifices a nontoken creature of their choice. 3/5 Absorbing Man and Titania{3}{R}{G}Double all damage that creature sources you control would deal. 4/5 Abomination, Irradiated Brute{2}{G}{G}Trample
Whenever a Gamma or Villain you control deals combat damage to a player, put that many +1/+1 counters on Abomination. 4/4 Loki, God of Lies{1}{R}{R}Whenever you cast a spell that targets only a single creature, gain control of that creature until end of turn. If it's your turn, untap that creature and it gains haste until end of turn. 3/3 Fall to Earth{4}{W}Exile target creature. Each player gains 3 life.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Hawkeye, Clint Barton{3}{W}Vigilance (Attacking doesn't cause this creature to tap.) 3/5 Iconic Shield{W}Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Mockingbird, Bobbi Morse{3}{W}Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) 3/3 Peggy Carter, Secret Agent{1}{W}Whenever a creature you control attacks alone, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 2/1 Valkyrior Skyrider{4}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, you gain 4 life. 3/4 Wondrous Revival{4}{W}{W}Return up to three target Hero creature cards from your graveyard to the battlefield. A.I.M. Bot{2}{U}Flying (This creature can't be blocked except by creatures with flying or reach.) 2/3 Blue Marvel, Adam Brashear{3}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you draw your second card each turn, put a +1/+1 counter on Blue Marvel. 3/5 Graviton, Fundamental Force{2}{U}Whenever you draw your second card each turn, choose one —
• Target creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
• Tap target creature. 3/3 Repulsor Bots{4}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, return up to two other target artifacts and/or creatures to their owners' hands. 4/4 Stark's Ingenuity{2}{U}Enchant creature you control
When this Aura enters, you may pay {X}. If you do, draw X cards.
Whenever you draw a card, put a +1/+1 counter on enchanted creature. Boomerang, Blade Flinger{1}{B}Whenever Boomerang attacks, he deals 1 damage to each opponent and you gain 1 life. 1/3 Doom's Servo-Guards{1}{B}When this creature enters, you gain 2 life and mill two cards. (Put the top two cards of your library into your graveyard.) 2/2 Glamorous Grapplers{3}{B}Menace (This creature can't be blocked except by two or more creatures.) 3/3 Infernal Rebirth{3}{B}Return one or two target creature cards from your graveyard to your hand.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Madame Hydra, Reanimated{3}{B}Menace (This creature can't be blocked except by two or more creatures.)
Madame Hydra gets +1/+1 for each creature card in your graveyard.
Whenever Madame Hydra enters or attacks, mill two cards. (Put the top two cards of your library into your graveyard.) 2/2 Minotaur, Roxxon CEO{4}{B}{B}Whenever Minotaur, Roxxon CEO or another nontoken creature dies, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 4/4 Ultimo, Civilization's End{4}{B}{B}Menace (This creature can't be blocked except by two or more creatures.)
When Ultimo enters, each opponent sacrifices a creature of their choice.
{2}{B}, Discard this card: Each opponent sacrifices a creature of their choice. 6/5 Experimental Armor{2}{R}Equipped creature gets +1/+1 and has flying and haste. (It can't be blocked except by creatures with flying or reach. It can attack and {T} as soon as it comes under your control.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Furious Strength{2}{R}Enchant creature
Enchanted creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Happy Hogan, Dauntless Driver{R} 2/1 The Immortal Weapons{4}{R}When The Immortal Weapons enter, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a noncreature spell, target creature gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.) 4/4 Marvelous Melee{4}{R}Marvelous Melee deals 6 damage to target creature.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Quicksilver, Pietro Maximoff{2}{R}Haste (This creature can attack and {T} as soon as he comes under your control.) 3/2 She-Hulk, Jennifer Walters{3}{R}Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{R}, Sacrifice a land: Draw a card and put a +1/+1 counter on She-Hulk. 4/4 Smashing Spree{1}{R}Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) Wiccan, Young Avenger{3}{R}Whenever you cast a noncreature spell, exile the top card of your library. Until your next end step, you may play that card. 3/3 Colossal Collision{3}{G}Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) The Fabulous Frog-Man{2}{G}Reach (This creature can block creatures with flying.) 3/3 Feral Ferocity{1}{G}Target creature gets +4/+4 until end of turn. Flora Colossus{5}{G}{G}Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Flora Colossus's power and toughness are each equal to the number of lands you control. */* Gamma Grotesque{2}{G}Vigilance (Attacking doesn't cause this creature to tap.)
Power-up — {4}{G}{G}: Put three +1/+1 counters on this creature. Then draw a card for each creature you control with a counter on it. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/3 Moon-Boy, Dino Rider{1}{G}Dinosaur spells you cast cost {1} less to cast.
Whenever Moon-Boy attacks while you control a Dinosaur, Moon-Boy gets +1/+1 until end of turn. 2/2 Thing Swing{3}{G}This spell costs {2} less to cast if it targets a Hero you control.
Target creature you control deals damage equal to twice its power to target creature an opponent controls. Warriors of Wakanda{3}{G}Trample (This creature can deal excess combat damage to the player it's attacking.) 4/4 Atlas, Sizable Stooge{2}{B/G}{B/G}Reach (This creature can block creatures with flying.)
Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater. 5/4 Brawn, Amadeus Cho{1}{G/U}When Brawn enters, draw a card.
Power-up — {4}{G/U}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Gert and Old Lace, Runaways{2}{R/G}Trample (This creature can deal excess combat damage to the player they're attacking.)
When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. 4/3 Iron Lad, Young Avenger{2}{U/R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Noncreature spells you cast cost {1} less to cast. 2/2 Patriot, Young Avenger{2}{R/W}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
As long as Patriot is equipped, other creatures you control get +1/+0. 3/2 Stature, Young Avenger{1}{R/G}Reach (This creature can block creatures with flying.)
Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn. 2/2 War Machine, James Rhodes{3}{W/U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever War Machine attacks, tap up to one target creature. 3/2 Team Transmitter{3}Whenever a Hero you control enters, you gain 1 life.
{T}: Add one mana of any color. Victor Mancha, Runaway{5}When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha. 4/4 Pacifism{1}{W}Enchant creature
Enchanted creature can't attack or block. Doom Blade{1}{B}Destroy target nonblack creature. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Thriving BluffThis land enters tapped. As it enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color. Thriving GroveThis land enters tapped. As it enters, choose a color other than green.
{T}: Add {G} or one mana of the chosen color. Thriving HeathThis land enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color. Thriving IsleThis land enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color. Thriving MoorThis land enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color. Amazing Spider-Girl{3}{W}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
Flying, vigilance 5/4 Black Panther, Most Dangerous{2}{W}Whenever Black Panther is dealt damage, he deals that much damage to any other target.
Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 3/3 Blur of Heroism{2}{W}When this enchantment enters, draw a card.
You may cast Hero spells as though they had flash. Bucky Barnes, Eager Ally{1}{W}Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Captain America, Liberator{3}{W}{W}When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token. 5/5 Captain America, Skybound{3}{W}{W}Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) 3/5 Captain Marvel, Shooting Star{5}{W}{W}Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power. 6/6 Doctor Spectrum{3}{W}{W}Flying
When Doctor Spectrum enters, choose one —
• Create a 0/4 colorless Wall creature token with defender.
• Put a +1/+1 counter on each other Hero you control.
• Destroy target enchantment. 3/3 Doctor Strange, Surgeon{4}{W}Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn. 2/5 Donald Blake, Guise of Thor{1}{W}Lifelink
Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/3 Falcon, Joaquin Torres{2}{W}Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Foggy Nelson, On Retainer{2}{W}Flash
When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 1/3 General Thunderbolt Ross{W}First strike
Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn. 1/1 Hawkeye, Bowslinger{2}{W}Reach, vigilance
Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 3/3 Heroic Teamwork{2}{W}Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card. The Howling Commandos{1}{W}{5}: Creatures you control get +1/+1 until end of turn. Soldiers you control gain vigilance until end of turn. 3/1 Hyperion, Supreme Hero{4}{W}{W}{W}Flash
Flying
If a source would deal damage to you or a Hero you control, prevent all but 1 of that damage. 7/7 Hyperion's Atomic Vision{1}{W}As an additional cost to cast this spell, you may behold a Hero. (You may choose a Hero you control or reveal a Hero card from your hand.)
Destroy target tapped creature. If a Hero was beheld, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) Infinity Formula{2}{W}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+2 and has "Whenever this creature attacks, you gain 2 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Matt Murdock, Justice Seeker{1}{W}At the beginning of combat on your turn, you may pay {1}. When you do, put a +1/+1 counter on target creature you control.
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) 2/2 Nick Fury, Spymaster{4}{W}First strike
Whenever a creature you control attacks alone, draw a card. Then you may put a creature card with mana value 3 or less from your hand onto the battlefield. It enters tapped and attacking and gains indestructible until end of turn. 4/4 Nighthawk, Dark Defender{1}{W}Flying
Whenever Nighthawk or another Hero you control enters, target creature gets +1/+1 until end of turn. 2/1 Origin of Captain America{2}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn.
II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}.
III — Tap up to one target creature and put a stun counter on it. Photon, Lady of Light{3}{W}Flying
Whenever Photon attacks, exile up to one other target creature you control, then return that card to the battlefield under its owner's control. 3/3 Quantum Entanglement{1}{W}Flash
When this enchantment enters and at the beginning of your end step, you may pay {1}{W}. When you do, exile target creature you control, then return that card to the battlefield under its owner's control. Secure Detention{3}{W}Enchant artifact or creature
When this Aura enters, create a 1/1 white Soldier creature token.
Enchanted permanent can't attack or block, and its activated abilities can't be activated. Strategic Intervention{1}{W}Whenever a creature you control attacks alone, it gets +1/+1 until end of turn. Tap up to one target creature defending player controls. Stunning Shot{1}{W}Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Ultimate Alliance{W}Ultimate Alliance deals damage equal to the number of creatures you control to target creature. Vault Guardsman{5}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield. 3/4 Wakandan Shield Guard{1}{W}When this creature enters, create a 1/1 white Soldier creature token. 1/1 Wall Off{3}{W}This spell costs {1} less to cast for each creature your opponents control.
Create a 0/4 colorless Wall creature token with defender. You gain 4 life. Zarda, the Power Princess{3}{W}Flying
Other Heroes you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.) 2/4 Atlantean Skirmisher{1}{U}Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 1/2 Collector's Case{1}{U}When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
{3}{U}, {T}: Tap target creature. Daughter of the Deep{1}{U}Whenever you draw your second card each turn, create a 1/1 blue Merfolk creature token.
{U}, {T}: Target Merfolk can't be blocked this turn. 2/1 Dismissive Denial{2}{U}{U}Counter target spell.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Fantastic Bounce{3}{U}This spell costs {2} less to cast if it targets a tapped creature.
Return target nonland permanent to its owner's hand.
Draw a card. Flying Drone{1}{U}Flying, vigilance
{1}{U}, {T}: Draw a card, then discard a card. This ability costs {1}{U} less to activate if another creature with flying entered the battlefield under your control this turn. 1/2 Happy Hogan, Bodyguard{5}{U}Vigilance
When Happy Hogan enters, the owner of target creature an opponent controls puts it into their library second from the top or on the bottom. 3/3 Immortus, Master of Eternity{2}{U}{U}{T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells.
Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Imperial Cosmographer{2}{U}Vigilance
Whenever another creature you control leaves the battlefield without dying, put two +1/+1 counters on this creature. 2/3 Impossible Man{2}{U}Flying
{2}{U}: Impossible Man becomes a copy of another target permanent until end of turn, except his name is Impossible Man. 1/4 Iron Man, Bleeding Edge{3}{U}{U}Flying
Whenever you cast an artifact spell, you may copy it, except the copy isn't legendary. Do this only once each turn. (The copy becomes a token.) 3/5 Living Lies of Loki{1}{U}This creature gets +1/+0 for each other Illusion you control.
When this creature dies, draw a card. 1/3 Loki, Lord of Misrule{3}{U}{U}, {T}: Choose target creature you control. Each creature you control other than the chosen creature becomes a copy of that creature until end of turn, except it isn't legendary. Activate only as a sorcery. 3/4 Multiversal Recruitment{3}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Mysterio's Mirage{2}{U}At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token. Namor, Scourge of the Seas{3}{U}{U}Flying
Each other Merfolk you control with a +1/+1 counter on it has flying.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 4/4 Namora, the Sea Queen{2}{U}Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/3 Origin of Iron Man{4}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.
II — Draw two cards.
III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield. Pharaoh Rama-Tut{4}{U}Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 4/4 Quantum Reduction{1}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
You may cast this spell as though it had flash if it's cast using teamwork.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities. Reed Richards, Smartest Man{5}{U}Reach
You have no maximum hand size.
The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead. 2/4 Shi'ar Soldier{1}{U}Flying
{U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn. 1/3 Shipwreck Patrol{3}{U}When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3 Silver Surfer, Cosmic Voyager{4}{U}{U}Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped. 5/5 Spaceshift{1}{U}Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it. Timeline Inquiry{3}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Draw three cards. Then discard a card unless this spell was cast using teamwork. Victor Timely, Wily Tycoon{4}{U}When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 3/4 Virtual Assistant{1}{U}Defender
Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying. 3/3 Vision, Spectral Synthezoid{6}{U}{U}Flying
Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost. 2/5 Vulture, Feathered Fiend{2}{U}{U}Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card. 2/4 Wasp, Shrinking Savior{2}{U}Flying
Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield. 1/3 Armed Assailant{2}{B}Deathtouch
As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.) 1/3 Black Widow, Deadly Hunter{2}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life. 3/3 Bob, Reluctant HYDRA Agent{1}{B}Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life. 2/2 Citizen V, Helmut Zemo{2}{B}Lifelink
Whenever you gain life, put a +1/+1 counter on each Villain you control. 2/2 Count Nefaria{6}{B}This spell costs {3} less to cast if you've sacrificed a permanent this turn.
Flying 6/6 Criminal Enterprise{2}{B}When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life. Crimson Cowl, Master of Evil{2}{B}Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/3 Doctor Doom, Unrivaled{2}{B}{B}Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.) 4/4 Doombot Harbinger{2}{B}Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand. 2/1 Fixer, Techno Terror{1}{B}{T}, Pay 2 life: Draw a card. Activate only if an artifact entered the battlefield under your control this turn. 2/1 Green Goblin, Back for More{3}{B}{B}Flying, menace
At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card.
Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.) 4/4 Grim Reaper's Scythe{2}{B}Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token.
{3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.) Hammerhead, Maggia Boss{1}{B}Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead. 2/1 HYDRA Disintegrator{4}{B}When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)
Equipped creature gets +3/+3.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Kingpin, Wilson Fisk{3}{B}Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") 3/6 MACH-1, Swooping Scoundrel{1}{B}Flying
When MACH-1 enters and whenever you gain life, surveil 1. This ability triggers only once each turn. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) 1/3 Minion Missile{1}{B}As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature. Minion Missile deals 2 damage to that creature's controller. Origin of Black Widow{2}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature of their choice.
II — Creatures you control gain deathtouch until end of turn.
III — Each opponent loses 1 life for each creature card in their graveyard. Radioactive Man{4}{B}Deathtouch
Whenever Radioactive Man deals combat damage to a player, that player loses half their life, rounded up. 3/5 Sadistic Slash{3}{B}Target creature gets -5/-5 until end of turn.
Mayhem {1}{B} (You may cast this card from your graveyard for {1}{B} if you discarded it this turn.) Titanium Man{2}{B}{B}Whenever Titanium Man attacks, choose one —
• Titanium Man gains flying until end of turn.
• Titanium Man deals 1 damage to any target. 3/4 Ultron the Annihilator{3}{B}{B}Flying
Whenever Ultron enters or attacks, create a 2/2 colorless Robot Villain artifact creature token.
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, each opponent loses 1 life. 3/4 Ultron's Auxiliary{1}{B}Menace
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, put a +1/+1 counter on this creature. 1/1 Undead Hand Ninja{1}{B}Deathtouch
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life. 2/1 Valentina Allegra de Fontaine{2}{B}Other Villains you control are Heroes in addition to their other types.
{T}: Target Hero you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/3 Villainous Syndication{1}{B}Tap an untapped Villain you control: Mill a card. Put a plan counter on this enchantment. Activate only as a sorcery. (To mill a card, put the top card of your library into your graveyard.)
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return target creature card from your graveyard to the battlefield. Viper, Cruel Conspirator{1}{B}{B}: Target creature that's attacking alone gets +1/+1 until end of turn.
{B}: Target creature that's attacking alone gains your choice of deathtouch or lifelink until end of turn. 2/2 Void Helix{4}{B}{B}Void Helix deals 5 damage to any target and you gain 5 life. Voltaic Whip{2}{B}Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) White Widow, Yelena Belova{1}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put a +1/+1 counter on it. 1/2 Alex Wilder, Runaway{1}{R}Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
Escape—{2}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) 1/3 Asgardian Inspiration{R}Exile the top card of your library. You may play it this turn.
Whenever a source you control deals noncombat damage to an opponent, you may pay {2}. If you do, return this card from your graveyard to your hand. Big Wheel{2}{R}Trample
When this Vehicle enters, you may discard a card. If you do, draw a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/4 Bionic Blow{X}{R}{R}Target creature you control gets +X/+0 until end of turn. Then it deals damage equal to its power to up to one other target creature. Captain America's Motorcycle{1}{R}Flash
When this Vehicle enters, target creature or Vehicle gets +2/+0 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/1 Chase Stein, Runaway{1}{R}{T}, Discard a card: Exile the top card of your library. Until the end of your next turn, you may play that card. 2/2 Contract Hero{2}{R}When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever this creature attacks, you may sacrifice an artifact or discard a card. If you do, this creature gets +2/+0 until end of turn. 2/3 Crossover Collaboration{2}{R}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast using teamwork, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Daredevil, Fearless Fighter{2}{R}Whenever a source you control deals damage to you, Daredevil deals that much damage to target opponent.
Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn. 3/3 Daredevil's Billy Club{1}{R}When this Equipment enters, it deals 2 damage to any target and 1 damage to you.
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Elektra, Femme Fatale{3}{R}When Elektra enters, you may have her deal 2 damage to you. When you do, she deals 4 damage to target creature. 3/2 Heroes for Hire{3}{R}{R}When this enchantment enters, create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Sacrifice a Treasure: Exile the top card of your library. You may play it this turn. Hulkling, Young Avenger{2}{R}{R}Flying
Whenever you cast a noncreature spell, Hulkling becomes a copy of up to one other target creature until end of turn, except his name is Hulkling, Young Avenger, he's 4/4, and he has flying and this ability. 4/4 Inspired Fire{3}{R}This spell costs {1} less to cast for each card you've drawn this turn.
Inspired Fire deals 4 damage to target creature. Intrepid Ace{R}This creature gets +2/+0 as long as it isn't attacking or blocking. 2/1 Iron Fist, Hero for Hire{1}{R}Trample
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Power-up — {7}{R}: Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Jack of Hearts, Volatile Hero{1}{R}{R}Flying, haste
When Jack of Hearts dies, he deals damage equal to his power to each creature.
Power-up — {4}{R}{R}: Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Karolina Dean, Runaway{3}{R}Flying
At the beginning of your first main phase, add {W}{U}{B}{R}{G}. This mana can't be spent to cast spells from your hand. 3/3 Lady Spider, Maybelle Reilly{1}{R}Reach
Whenever you discard a card, put a +1/+1 counter on target Spider you control. 1/3 Luke Cage, Hero for Hire{2}{R}{R}Trample
At the beginning of combat on your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 4/4 Mjölnir's Might{3}{R}Mjölnir's Might deals 4 damage to target player.
Exile the top card of your library. Until the end of your next turn, you may play that card. Molly Hayes, Runaway{2}{R}Power-up — {5}{R}: Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Molten Lavamancer{2}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever a source you control deals noncombat damage to one or more of your opponents during your turn, you create a 1/1 red Elemental creature token. This ability triggers only once each turn. 2/3 Nico Minoru, Runaway{3}{R}Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
{2}{R}, {T}, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. 2/4 Origin of Thor{2}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent. Pick Up the Pace{1}{R}Whenever a creature you control that entered this turn attacks, exile the top card of your library.
You may play cards exiled with this enchantment as long as you attacked this turn. Quinjet Technician{1}{R}{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities. 2/1 Sky Cycle{4}{R}Flying
When this Vehicle enters, it deals X damage to up to one target creature, where X is twice the number of Vehicles you control.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/3 Spider-Man, New Champion{2}{R}Reach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target. 3/3 Stick, Fearless Mentor{1}{R}First strike
Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn. 2/1 The Vision and Scarlet Witch{2}{R}{R}Flying
Whenever you cast a spell, add {R} and put a +1/+1 counter on The Vision and Scarlet Witch. 3/3 Wanda's Vision{3}{R}{R}Whenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Whirlwind, Killer Cyclone{2}{R}Haste
Whenever one or more creatures you control that entered this turn attack a player, target creature that player controls can't block this turn. 2/3 The Whizzer, Classic Speedster{3}{R}First strike, haste 3/3 Accelerated Evolution{2}{G}Flash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +2/+2. Advancing the Spirit{2}{G}When this enchantment enters, draw a card.
You may pay {0} rather than pay the power-up cost of the first power-up ability you activate during each of your turns. Beast Mode{1}{G}Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.)
Target creature gets +2/+2 and gains trample until end of turn. Also put a +1/+1 counter on that creature if this spell was cast using teamwork. Big Bertha{X}{G}Vigilance
Big Bertha enters with X +1/+1 counters on her.
{1}{G}, {T}: Put a +1/+1 counter on Big Bertha. 1/1 Black Tom Cassidy{1}{G}{T}: Add {G}. If you control another Mutant, you gain 1 life. 1/3 Bushmaster, Coiled Henchman{1}{G}Deathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch. 2/1 Colossus, Steel Stalwart{4}{G}During your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.)
Other Mutants you control get +1/+1. 4/5 Darwin, Adaptive Mutant{1}{G}Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) 2/1 Devil Dinosaur{2}{G}{G}Trample
Other Dinosaurs you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) 5/5 Doorman{1}{G}{T}: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls. 2/3 Flatman{3}{G}Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. 1/10 Giant-Man, Gargantuan Genius{3}{G}{G}Reach
At the beginning of your first main phase, add {G} for each creature you control with power 4 or greater. 6/6 Hit-Monkey{3}{G}This spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste 3/3 Hulk, Strongest There Is{2}{G}{G}Trample
Hulk enters with a +1/+1 counter on him.
At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control. 3/3 Hulk's Thunderclap{1}{G}As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)
Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or noncreature enchantment. Lucky the Pizza Dog{1}{G}Whenever you cast a Cat, Dog, or Hero spell, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky. 2/2 Mister Immortal{1}{G}{2}{G}: Return this card from your graveyard or from exile to the battlefield tapped. 2/1 Origin of the Hulk{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn. Return of the Mole Man{1}{G}Landfall — Whenever a land you control enters, you may mill two cards.
{5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery. Rhino, Terrible Trampler{4}{G}{G}Trample
When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn. 7/6 Sauron, Dino Devotee{3}{G}{G}Flying
Whenever Sauron enters or attacks, choose one —
• Cure Cancer — You gain 3 life.
• Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it. 4/4 Shang-Chi, Martial Mentor{3}{G}{G}If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Storm, Shaker of Skies{4}{G}{G}Flying
When Storm enters, destroy up to one target artifact, enchantment, or creature with flying. 4/3 Tippy-Toe, Terrific Partner{3}{G}If you would create one or more tokens, instead create those tokens plus an additional Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of your end step, if you gained life this turn, draw a card. 2/4 Voracious Brood{2}{G}This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature. 1/1 White Tiger, Amulet Keeper{1}{G}{3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield. 3/1 Wolverine, Claws Out{3}{G}You may have Wolverine assign his combat damage as though he weren't blocked.
Whenever a Mutant you control attacks, double its power until end of turn. 2/5 X-23, Deadly Weapon{2}{G}Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23. 3/3 Ant-Man, Reformed Rogue{2}{G/U}Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.
Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.
Whenever Ant-Man deals combat damage to a player, draw a card. 2/3 Astonishing Spider-Man{2}{U/R}{U/R}Reach
Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn. 4/4 The Fantastic Four{R}{G}{W}{U}When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card. 4/4 Iceman and Firestar{2}{U/R}{U/R}Flying
Whenever you cast a blue spell, tap up to one target creature.
Whenever you cast a red spell, you may discard a card. If you do, draw a card. 3/3 Marvel Boy, Noh-Varr{1}{R/W}Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy. 1/1 Ms. Marvel, Elastic Ally{2}{G/W}Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn. 2/2 She-Hulk, Attorney-at-Law{2}{G/W}Vigilance
Power-up — {6}{G/W}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Shuri, Vibranium Technologist{2}{W/U}Vigilance
When Shuri enters, choose one —
• Create a 1/1 colorless Robot Hero artifact creature token with flying.
• Draw a card. 2/2 Tiger Shark, Abyssal Hunter{2}{U/B}{U/B}Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
{4}{U/B}: Tiger Shark can't be blocked this turn. 2/3 Wakandan Tusker{1}{G/W}Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/3 Daily Bugle Newspaper{2}{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Iron Suitcase{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn. Machine Man, Model X-51{4}Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn. 2/3 Swordsman's Steel{4}When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip {3} The Thanos-Copter{6}Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2 5/5 Fogwell's Gym{T}: Add {R}. This land deals 1 damage to you.
{2}{R}, {T}, Discard a card: Draw a card. Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4 Doctor Jane Foster{3}{W}Vigilance (Attacking doesn't cause this creature to tap.)
When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead. 2/3 Virtuous Variant{2}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, put a +1/+1 counter on target creature you control. 1/2 Ant-Man's Air Force{1}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature attacks, up to one target creature gets -1/-0 until end of turn. 2/1 Mist-Cloaked Herald{U}This creature can't be blocked. 1/1 TVA Bureaucrat{1}{U}Whenever you cast a noncreature spell, this creature gets +1/+0 until end of turn and can't be blocked this turn. 1/3 Songbird, Sonic Screamer{1}{B}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Discard a card: Songbird gains flying until end of turn. (She can't be blocked except by creatures with flying or reach.) 2/1 Extremis Elite{1}{R}Power-up — {4}{R}: Put two +1/+1 counters on this creature. It deals 1 damage to any target. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/2 Living Lightning, Charged Up{4}{R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
At the beginning of combat on your turn, another target creature you control gets +1/+0 and gains haste until end of turn. 3/3 Sif's Spearmaster{2}{R}{T}: This creature deals damage equal to its power to target opponent. 1/4 Goliath, Mass Manipulator{1}{G}Reach (This creature can block creatures with flying.)
Power-up — {4}{G}: Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Wolfsbane, Highland Hero{1}{G}Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{G}: Wolfsbane gets +2/+2 until end of turn. Activate only once each turn. 2/2 Aunt May{W}Whenever another creature you control enters, you gain 1 life. If it's a Spider, put a +1/+1 counter on it. 0/2 City Pigeon{W}Flying
When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") 1/1 Costume Closet{1}{W}This artifact enters with two +1/+1 counters on it.
{T}: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery.
Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.) Daily Bugle Reporters{3}{W}When this creature enters, choose one —
• Puff Piece — Put a +1/+1 counter on each of up to two target creatures.
• Investigative Journalism — Return target creature card with mana value 2 or less from your graveyard to your hand. 2/3 Flash Thompson, Spider-Fan{1}{W}Flash
When Flash Thompson enters, choose one or both —
• Heckle — Tap target creature.
• Hero Worship — Untap target creature. 2/2 MJ, Rising Star{2}{W}Vigilance (Attacking doesn't cause this creature to tap.)
Whenever you gain life, put a +1/+1 counter on MJ. 2/3 Selfless Police Captain{1}{W}This creature enters with a +1/+1 counter on it.
When this creature leaves the battlefield, put its +1/+1 counters on target creature you control. 1/1 Spectacular Tactics{1}{W}Choose one —
• Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.
• Destroy target creature with power 4 or greater. Spider-Man, Web-Slinger{2}{W}Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.) 3/3 Spider-UK{3}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
At the beginning of your end step, if two or more creatures entered the battlefield under your control this turn, you draw a card and gain 2 life. 3/4 Starling, Aerial Ally{4}{W}Flying
When Starling enters, another target creature you control gains flying until end of turn. 3/4 Sudden Strike{1}{W}Destroy target attacking or blocking creature. Thwip!{W}Target creature gets +2/+2 and gains flying until end of turn. If it's a Spider, you gain 2 life. Wild Pack Squad{2}{W}At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn. 2/3 The Clone Saga{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card. Doc Ock, Sinister Scientist{4}{U}As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.) 4/5 Doc Ock's Henchmen{2}{U}Flash
Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 2/1 Flying Octobot{1}{U}Flying
Whenever another Villain you control enters, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Robotics Mastery{4}{U}Flash
Enchant creature
When this Aura enters, create two 1/1 colorless Robot artifact creature tokens with flying.
Enchanted creature gets +2/+2. Think Twice{1}{U}Draw a card.
Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Time Warp{3}{U}{U}Target player takes an extra turn after this one. Unstable Experiment{1}{U}Target player draws a card, then up to one target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Whoosh!{1}{U}Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card. Alien Symbiosis{1}{B}Enchant creature
Enchanted creature gets +1/+1, has menace, and is a Symbiote in addition to its other types.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Common Crook{1}{B}When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 2/2 Dark Ritual{B}Add {B}{B}{B}. Deadly Dispute{1}{B}As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Doomfall{2}{B}Choose one —
• Target opponent exiles a creature they control.
• Target opponent reveals their hand. You choose a nonland card from it. Exile that card. Doomsday{B}{B}{B}Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Inner Demons Gangsters{3}{B}Discard a card: This creature gets +1/+0 and gains menace until end of turn. Activate only as a sorcery. (It can't be blocked except by two or more creatures.) 3/4 The Spot's Portal{2}{B}Put target creature on the bottom of its owner's library. You lose 2 life unless you control a Villain. Swarm, Being of Bees{2}{B}Flash
Flying
Mayhem {B} (You may cast this card from your graveyard for {B} if you discarded it this turn. Timing rules still apply.) 2/2 Venom, Evil Unleashed{4}{B}Deathtouch
{2}{B}, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery. 4/5 Venomized Cat{2}{B}Deathtouch
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.) 2/3 Big Score{3}{R}As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") Grapeshot{1}{R}Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) Heroes' Hangout{R}Choose one —
• Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
• Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn. Hobgoblin, Mantled Marauder{1}{R}Flying, haste
Whenever you discard a card, Hobgoblin gets +2/+0 until end of turn. 1/2 Lightning Bolt{R}Lightning Bolt deals 3 damage to any target. Masked Meower{R}Haste
Discard a card, Sacrifice this creature: Draw a card. 1/1 Romantic Rendezvous{1}{R}Discard a card, then draw two cards. Shock{R}Shock deals 2 damage to any target. Stegron the Dinosaur Man{4}{R}Menace (This creature can't be blocked except by two or more creatures.)
Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types. 5/4 Taxi Driver{1}{R}{1}, {T}: Target creature gains haste until end of turn. 3/1 Unlucky Witness{R}When this creature dies, exile the top two cards of your library. Until your next end step, you may play one of those cards. 1/1 Wisecrack{2}{R}Target creature deals damage equal to its power to itself. If that creature is attacking, Wisecrack deals 2 damage to that creature's controller. Commune with Dinosaurs{G}Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Farseek{1}{G}Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. Lurking Lizards{1}{G}Trample
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature. 1/3 Scout the City{1}{G}Choose one —
• Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
• Bring Down — Destroy target creature with flying. Spider-Rex, Daring Dino{4}{G}{G}Reach, trample
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) 6/6 Terrific Team-Up{3}{G}This spell costs {2} less to cast if you control a permanent with mana value 4 or greater.
One or two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to target creature an opponent controls. Gallant Citizen{G/W}{G/W}When this creature enters, draw a card. 1/1 Mob Lookout{1}{U/B}When this creature enters, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 0/3 Pumpkin Bombardment{B/R}As an additional cost to cast this spell, discard a card or pay {2}.
Pumpkin Bombardment deals 3 damage to target creature. Rhino's Rampage{R/G}Target creature you control gets +1/+0 until end of turn. It fights target creature an opponent controls. When excess damage is dealt to the creature an opponent controls this way, destroy up to one target noncreature artifact with mana value 3 or less. Eerie Gravestone{2}When this artifact enters, draw a card.
{1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) Rocket-Powered Goblin Glider{3}When this Equipment enters, if it was cast from your graveyard, attach it to target creature you control.
Equipped creature gets +2/+0 and has flying and haste.
Equip {2}
Mayhem {2} Spider-Mobile{3}Trample
Whenever this Vehicle attacks or blocks, it gets +1/+1 until end of turn for each Spider you control.
Crew 2 3/3 Savage LandsThis land enters tapped.
{T}: Add {B}, {R}, or {G}. Terramorphic Expanse{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Black Panther, Claws of Bast{2}{W}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever a creature you control attacks alone, put a +1/+1 counter on it. 3/3 Iron Man, Modern Marvel{2}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Other artifact creatures you control get +1/+1.
Whenever Iron Man attacks, if you control another artifact creature, draw a card. 3/3 Black Widow, Daring Operative{4}{B}Menace (This creature can't be blocked except by two or more creatures.)
When Black Widow enters, mill three cards. (Put the top three cards of your library into your graveyard.)
Whenever Black Widow deals combat damage to a player, each opponent loses life equal to the number of creature cards in your graveyard. 3/4 Spider-Man, Web-Spinner{3}{R}Double strike (This creature deals both first-strike and regular combat damage.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
Whenever Spider-Man attacks, target creature can't block this turn. 2/3 Hulk, Brutal Brawler{2}{G}{G}Hulk attacks each combat if able.
Whenever Hulk attacks, put a +1/+1 counter on each other creature you control. 4/4 Ant-Man, Scott Lang{1}{W}{4}: Put a +1/+1 counter on Ant-Man. 2/2 Captain America, Steve Rogers{3}{W}{W}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 4/4 Captain's Defense{W}Target blocking creature gets +2/+2 until end of turn.
Draw a card. The Falcon, Sam Wilson{4}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Falcon enters, put a +1/+1 counter on each other creature you control. 3/3 Hawkeye, Clint Barton{3}{W}Vigilance (Attacking doesn't cause this creature to tap.) 3/5 Hawkeye's Shot{4}{W}This spell costs {2} less to cast if it targets a tapped creature.
Exile target creature. Hero in Training{2}{W}When this creature enters, draw a card. If you control another Hero, you gain 2 life. 2/2 Mandroid Squadron{1}{W}When this creature enters, you gain 2 life. 0/4 Mockingbird, Bobbi Morse{3}{W}Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) 3/3 Soldier On{2}{W}Put two +1/+1 counters on target creature. Untap it. The Wasp, Janet Van Dyne{2}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls. 1/1 Winter Soldier, Bucky Barnes{W}Winter Soldier enters tapped. 2/2 Black Widow, Natasha Romanoff{1}{R} 2/2 Concentrated Fire{3}{R}Concentrated Fire deals 5 damage to target creature. Crimson Operative{3}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 3/2 Happy Hogan, Dauntless Driver{R} 2/1 Hulk, Bruce Banner{3}{R}{R}Trample (This creature can deal excess combat damage to the player he's attacking.) 7/4 Iron Man, Tony Stark{3}{R}{R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Attacking creatures you control get +1/+0.
Whenever you cast a red spell, create a 2/1 colorless Robot Hero artifact creature token with flying. 3/3 Power Boost{2}{R}Creatures you control get +1/+0. Quicksilver, Pietro Maximoff{2}{R}Haste (This creature can attack and {T} as soon as he comes under your control.) 3/2 Repulsor Rays{R}Repulsor Rays deals 3 damage to target creature. Scarlet Witch, Wanda Maximoff{2}{R}Menace (This creature can't be blocked except by two or more creatures.) 2/3 Smashing Spree{1}{R}Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) Spider-Man, Hometown Hero{4}{R}Reach (This creature can block creatures with flying.)
When Spider-Man enters, target creature with power 2 or less can't be blocked this turn. 5/4 Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Spider-Gwen, Free Spirit{2}{R}Reach
Whenever Spider-Gwen becomes tapped, you may discard a card. If you do, draw a card. 2/3 Invisible Woman{2}{W}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. 3/3 Mister Fantastic{2}{U}Reach, vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. 2/4 Human Torch{3}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. 3/2 The Thing{5}{G}Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. 5/5 Captain America, Team Leader{R}{W}{U}Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. 3/3 Doctor Doom, King of Latveria{1}{U}{B}{R}Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 3/3 T'Challa, the Black Panther{1}{G}{W}Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. 2/2 Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. 3/3 Mister Fantastic{2}{U}Reach, vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. 2/4 Human Torch{3}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. 3/2 The Thing{5}{G}Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. 5/5 Captain America, Team Leader{R}{W}{U}Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. 3/3 Doctor Doom, King of Latveria{1}{U}{B}{R}Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 3/3 T'Challa, the Black Panther{1}{G}{W}Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. 2/2 Galactus, Devourer of Worlds{10}Flying, trample, indestructible
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. 12/12 Molecule Man{6}Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) 5/5 Silver Surfer, Galactus's Herald{5}Flying
When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle.
Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. 4/5 Avenge{4}{W}{W}This spell costs {2} less to cast if a player attacked you during their last turn.
Destroy all creatures. You gain 1 life for each creature destroyed this way. Dora Milaje Elite{1}{W}First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. 2/2 Everett K. Ross, Hapless Attaché{2}{W}Commander creatures you control get +1/+1 and have lifelink.
Whenever an opponent attacks you with two or more creatures, draw a card. 1/3 Falcon and Redwing{2}{W}Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. 1/2 Hatut Zeraze Strike Force{3}{W}When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
When this creature enters, destroy up to one target artifact or enchantment. 2/2 Hercules, Olympian Hero{3}{W}{W}Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.
Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) 3/3 Heroic Return{5}{W}This spell costs {2} less to cast if a creature is attacking you.
Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. Heroic Sacrifice{1}{W}Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. Invisible Force Field{1}{W}Up to four target permanents you control gain indestructible until end of turn.
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.) King Solomon's Frogs{3}{W}Flash
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
{3}, {T}, Exile King Solomon's Frogs: You become the monarch. Methods of the Mighty{3}{W}Choose one or more —
• Destroy target artifact.
• Destroy target tapped creature.
• Put a +1/+1 counter on each creature you control. Midnight Angel Armor{3}{W}{W}When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +3/+3 and has flying and vigilance.
Equip {3} Queen Mother Ramonda{3}{W}{W}When Queen Mother Ramonda enters, you become the monarch.
As long as you're the monarch, creatures with power 2 or less can't attack you. 3/5 Royal Talon Fighter Jet{X}{W}{W}Flying
This Vehicle enters with X +1/+1 counters on it.
Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it.
Crew 2 1/1 The Spear of Bashenga{4}{W}When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip {2} Ultimate Nullification{4}{W}As an additional cost to cast this spell, sacrifice a legendary creature.
Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. Winter Soldier, Reborn Avenger{4}{W}Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. 3/5 Council of Reeds{2}{U}The "legend rule" doesn't apply to creatures you control.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. 2/2 Extract Power{5}{U}Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. Fantastic Elasticity{2}{U}Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
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.) Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Kang Dynasty{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — For each opponent, tap up to one target creature that player controls. Goad those creatures. Until your next turn, whenever any of those creatures deals combat damage to a player, draw a card.
III — Target creature you control gets +1/+1 until end of turn for each card in your hand and can't be blocked this turn. Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Age of Ultron{4}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each opponent, destroy up to one target nonartifact creature that player controls.
II — For each opponent, you create a 2/2 colorless Robot Villain artifact creature token.
III — Artifact creatures you control gain deathtouch until end of turn. Put a +1/+1 counter on each of them. Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Klaw, Master of Sound{2}{B}Deathtouch
Whenever you play a card from exile, Klaw gains indestructible until end of turn.
Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. 3/3 Abomination, World Ravager{7}{R}Menace, trample
Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) 10/10 Alicia Masters, Skilled Sculptor{1}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. 0/4 Batroc the Leaper{1}{R}Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Batroc enters with a +1/+1 counter on him for each time he was kicked.
When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. 2/2 Firebird, Blazing Ranger{2}{R}Flying
Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. 1/3 Flame On!{4}{R}Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn.
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.) Franklin Richards, Ascendant{5}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) 6/6 Killmonger, Ruthless Usurper{2}{R}Trample
Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls.
Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. 3/3 Lady Loki, Agent of Chaos{5}{R}Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. 5/5 Living Laser{4}{R}Haste
Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. 4/4 Loki's Scepter{2}{R}When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste.
{T}: Add one mana of any color. Nova Flame{X}{2}{R}{R}Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. Photon, Mighty Marvel{3}{R}Flying
Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. 2/4 Puppet Master, String Puller{2}{R}Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. 2/4 She-Hulk, Wallbreaker{5}{R}Trample
Other Heroes you control have trample.
Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. 5/5 Stilt-Man, Towering Terror{2}{R}Reach
Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. 4/2 Titania, Proud Pummeler{3}{R}First strike
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. 3/3 War Machine, Avenging Arsenal{4}{R}Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Wakanda Forever!{4}{G}{G}Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Zuri, Warrior of Wakanda{1}{G}Trample
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Ant-Man, Elusive Avenger{1}{U}{R}Ant-Man can't be blocked by creatures with greater power.
Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. 1/2 Archnemesis{1}{U}{B}Enchant opponent
Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life.
Whenever a player attacks you, you may attach this Aura to that player. Bast, Panther Goddess{2}{G}{W}Reach, trample, indestructible
Bast can't attack or block unless you control three or more creatures.
Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. 4/4 Black Bolt, Inhuman King{2}{W}{U}Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. 3/3 Black Widow, Agile Avenger{1}{R}{W}Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. 2/2 Captain Marvel, Apex Avenger{5}{R}{W}Flying, double strike, indestructible
Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. 4/4 Cosmic Crucible{4}{G}{U}At the beginning of your first main phase, add four mana in any combination of colors.
Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) Crystal, Inhuman Princess{1}{R}{G}Flying
Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is.
{T}: Add {R}, {G}, {W}, or {U}. 2/3 Director Nick Fury{U}{R}{W}Hero spells you cast cost {1} less to cast.
Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. 2/4 Dragon Man, Reformed Robot{2}{W}{U}Flying
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. */5 First Family{2}{G}{U}You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. Hawkeye, Avenging Archer{2}{U}{R}Reach
Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card.
{T}: Hawkeye deals 1 damage to any target. 3/4 Kang Prime{3}{U}{B}Flying
Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) 3/5 Loki, the Deceiver{1}{U}{B}{R}Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step.
Whenever one or more Villains you control deal combat damage to a player, draw a card. 4/4 Love on the Battlefield{1}{U}{R}Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. Namor, Atlantean King{1}{W}{U}Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. 2/2 Okoye, Mighty and Adored{2}{G}{W}When Okoye enters, you become the monarch.
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. 3/3 Power Pack{1}{R}{G}{W}{U}Flying, vigilance, trample, haste
Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 4/4 Quicksilver, Speedster{3}{U}{R}Flash
Double strike, haste
As long as Quicksilver is tapped, you may cast spells as though they had flash. 3/4 Red Ghost, Intangible Genius{2}{U}{R}Ward {2}
Red Ghost can't be blocked.
Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. 2/3 Scarlet Witch, Chaotic Avenger{2}{U}{R}Flying
Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. 3/3 Shang-Chi and the Ten Rings{1}{W}{U}First strike
Whenever you draw a card, put a +1/+1 counter on Shang-Chi.
When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. 2/2 Shuri, the Black Panther{G}{W}Lifelink
Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. 2/3 The Squadron Sinister{5}{U}{R}Flying, haste
Other Villains you control get +2/+2 and have flying and haste.
Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) 5/5 Storm, Queen of Wakanda{3}{G}{W}Flying
Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power.
Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. 4/5 T'Chaka, Venerable King{G}{W}When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand.
{3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. 2/2 Typhoid Mary, Fractured{1}{B}{R}Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life. 3/3 Ultron, Unlimited{1}{U}{B}Flying
Whenever Ultron attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. 2/2 Willie Lumpkin, Postman{W}{U}Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. 1/3 Avengers Quinjet{5}Flying
Whenever this Vehicle enters or attacks, choose one —
• You may put a Hero creature card from your hand onto the battlefield.
• Return target Hero creature card from your graveyard to your hand.
Crew 3 4/4 Doom's Time Platform{4}Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) The Fantasticar{3}Flying
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. 4/4 Heart-Shaped Herb{4}If a source an opponent controls would deal damage to you, prevent 1 of that damage.
{2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. H.E.R.B.I.E., Lovable Robot{2}Flying
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1.
{T}: Add {C}.
{1}, {T}: Add one mana of any color. 1/1 Hulkbuster Armor{4}Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero {3}
Equip {6} Jocasta, Automaton Avenger{3}Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. 2/2 Kimoyo Beads{4}At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. N'Yami-Class Mother Ship{6}Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3 5/7 Negative Zone Portal{2}{2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card.
At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Panther Habit{4}If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it.
Equip {2} Panther Robot{10}Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Reach, trample 8/8 Shuri's Fabricator{4}When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Austere Command{4}{W}{W}Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater. Bastion Protector{2}{W}Commander creatures you control get +2/+2 and have indestructible. 3/3 Bovine Intervention{1}{W}Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token. Cleansing Nova{3}{W}{W}Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments. Clever Concealment{2}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Cut a Deal{2}{W}Each opponent draws a card, then you draw a card for each opponent who drew a card this way. Destroy Evil{1}{W}Choose one —
• Destroy target creature with toughness 4 or greater.
• Destroy target enchantment. Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Dispatch{W}Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature. Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Generous Gift{2}{W}Destroy target permanent. Its controller creates a 3/3 green Elephant creature token. Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Ingenious Smith{1}{W}When this creature enters, look at the top four cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Whenever one or more artifacts you control enter, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Make Your Move{2}{W}Destroy target artifact, enchantment, or creature with power 4 or greater. Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Palace Jailer{2}{W}{W}When this creature enters, you become the monarch.
When this creature enters, exile target creature an opponent controls until an opponent becomes the monarch. 2/2 Path to Exile{W}Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle. Promise of Loyalty{4}{W}Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. Swords to Plowshares{W}Exile target creature. Its controller gains life equal to its power. Tragic Arrogance{3}{W}{W}For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. Valorous Stance{1}{W}Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater. Vanquish the Horde{6}{W}{W}This spell costs {1} less to cast for each creature on the battlefield.
Destroy all creatures. Arcane Denial{1}{U}Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep. Chameleon, Master of Disguise{3}{U}You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise.
Mayhem {2}{U} (You may cast this card from your graveyard for {2}{U} if you discarded it this turn. Timing rules still apply.) 2/3 Deep Analysis{3}{U}Target player draws two cards.
Flashback—{1}{U}, Pay 3 life. (You may cast this card from your graveyard for its flashback cost. Then exile it.) Kindred Discovery{3}{U}{U}As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card. Propaganda{2}{U}Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you. Quantum Misalignment{4}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
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.) Reconnaissance Mission{2}{U}{U}Whenever a creature you control deals combat damage to a player, you may draw a card.
Cycling {2} ({2}, Discard this card: Draw a card.) Recurring Insight{4}{U}{U}Draw cards equal to the number of cards in target opponent's hand.
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.) Black Market Connections{2}{B}At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) Kindred Dominance{5}{B}{B}Choose a creature type. Destroy all creatures that aren't of the chosen type. Lethal Scheme{2}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Night's Whisper{1}{B}You draw two cards and lose 2 life. Syphon Mind{3}{B}Each other player discards a card. You draw a card for each card discarded this way. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Toxic Deluge{2}{B}As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn. Withering Torment{2}{B}Destroy target creature or enchantment. You lose 2 life. Blasphemous Act{8}{R}This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature. Chaos Warp{2}{R}The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. Into the Time Vortex{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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.) Seize the Day{3}{R}Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Superior Foes of Spider-Man{2}{R}Trample
Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature. 3/3 Vandalblast{R}Destroy target artifact you don't control.
Overload {4}{R} (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.") Beast Within{2}{G}Destroy target permanent. Its controller creates a 3/3 green Beast creature token. Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. Cultivate{2}{G}Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle. Farseek{1}{G}Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. Harmonize{2}{G}{G}Draw three cards. Loyal Guardian{4}{G}Trample
Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control. 4/4 Nature's Lore{1}{G}Search your library for a Forest card, put that card onto the battlefield, then shuffle. Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) Terramorph{3}{G}Search your library for a basic land card, put it onto the battlefield, then shuffle.
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.) Three Visits{1}{G}Search your library for a Forest card, put it onto the battlefield, then shuffle. Bedevil{B}{B}{R}Destroy target artifact, creature, or planeswalker. Expressive Iteration{U}{R}Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn. Galvanic Iteration{U}{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Hull Breach{R}{G}Choose one —
• Destroy target artifact.
• Destroy target enchantment.
• Destroy target artifact and target enchantment. Prowler, Clawed Thief{1}{U}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever another Villain you control enters, Prowler connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 2/3 Rip Apart{R}{W}Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment. Taunt from the Rampart{3}{R}{W}Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Terminate{B}{R}Destroy target creature. It can't be regenerated. Whirlwind of Thought{1}{U}{R}{W}Whenever you cast a noncreature spell, draw a card. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Arcane Signet{2}{T}: Add one mana of any color in your commander's color identity. Chromatic Lantern{3}Lands you control have "{T}: Add one mana of any color."
{T}: Add one mana of any color. Coveted Jewel{6}When this artifact enters, draw three cards.
{T}: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Currency Converter{1}Whenever you discard a card, you may exile that card from your graveyard.
{2}, {T}: Draw a card, then discard a card.
{T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Door of Destinies{4}As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. Gilded Lotus{5}{T}: Add three mana of any one color. Helm of the Host{4}At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5} Hero's Blade{2}Equipped creature gets +3/+2.
Whenever a legendary creature you control enters, you may attach this Equipment to it.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Lightning Greaves{2}Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip {0} Metallic Mimic{2}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. 2/1 Metalwork Colossus{11}This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control.
Sacrifice two artifacts: Return this card from your graveyard to your hand. 10/10 Meteor Golem{7}When this creature enters, destroy target nonland permanent an opponent controls. 3/3 Mirage Mirror{3}{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. Patchwork Banner{3}As this artifact enters, choose a creature type.
Creatures you control of the chosen type get +1/+1.
{T}: Add one mana of any color. Progenitor's Icon{3}As this artifact enters, choose a creature type.
{T}: Add one mana of any color.
{T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Relic of Legends{3}{T}: Add one mana of any color.
Tap an untapped legendary creature you control: Add one mana of any color. Skullclamp{1}Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1} Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Sol Ring{1}{T}: Add {C}{C}. Solemn Simulacrum{4}When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card. 2/2 Swiftfoot Boots{2}Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Talisman of Conviction{2}{T}: Add {C}.
{T}: Add {R} or {W}. This artifact deals 1 damage to you. Talisman of Creativity{2}{T}: Add {C}.
{T}: Add {U} or {R}. This artifact deals 1 damage to you. Talisman of Dominance{2}{T}: Add {C}.
{T}: Add {U} or {B}. This artifact deals 1 damage to you. Talisman of Indulgence{2}{T}: Add {C}.
{T}: Add {B} or {R}. This artifact deals 1 damage to you. Talisman of Progress{2}{T}: Add {C}.
{T}: Add {W} or {U}. This artifact deals 1 damage to you. Thought Vessel{2}You have no maximum hand size.
{T}: Add {C}. Tome of Legends{2}This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Whispersilk Cloak{3}Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.)
Equip {2} Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Command Tower{T}: Add one mana of any color in your commander's color identity. Crumbling NecropolisThis land enters tapped.
{T}: Add {U}, {B}, or {R}. Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Evolving Wilds{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. Mystic MonasteryThis land enters tapped.
{T}: Add {U}, {R}, or {W}. Path of AncestryThis land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.) Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Secluded CourtyardAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Sungrass Prairie{1}, {T}: Add {G}{W}. Sunken Hollow({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands. Sunpetal GroveThis land enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}. Terramorphic Expanse{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Throne of the High City{T}: Add {C}.
{4}, {T}, Sacrifice this land: You become the monarch. Unclaimed TerritoryAs this land enters, choose a creature type.
{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type. Scourglass{3}{W}{W}{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. Mind's Dilation{5}{U}{U}Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. Raise the Palisade{4}{U}Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. Spark Double{3}{U}You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. 0/0 Titan of Littjara{4}{U}{U}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. 6/6 Annie Joins Up{1}{R}{G}{W}When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. Fleecemane Lion{G}{W}{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible. 3/3 Genesis Ultimatum{G}{G}{U}{U}{U}{R}{R}Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. Containment Construct{2}Whenever you discard a card, you may exile that card from your graveyard. If you do, you may play that card this turn. 2/1 Fellwar Stone{2}{T}: Add one mana of any color that a land an opponent controls could produce. Hammer of Nazahn{4}Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip {4} Herald's Horn{3}As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost {1} less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand. Mind's Eye{5}Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Sword of the Animist{2}Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip {2} Thran Dynamo{4}{T}: Add {C}{C}{C}. Galactus, Devourer of Worlds{10}Flying, trample, indestructible
When Galactus enters, exile target permanent.
Insatiable Hunger — Galactus attacks an opponent with the most life among your opponents each combat if able unless you control a creature named Silver Surfer, Galactus's Herald. 12/12 Molecule Man{6}Nonland cards in your hand have miracle {0}. (You may cast a card for its miracle cost when you draw it if it's the first card you drew this turn.) 5/5 Silver Surfer, Galactus's Herald{5}Flying
When Silver Surfer enters, you may search your library for a card named Galactus, Devourer of Worlds, reveal it, put it into your hand, then shuffle.
Whenever Silver Surfer deals combat damage to a player, until the end of your next turn, target creature attacks that player each combat if able. 4/5 Austere Command{4}{W}{W}Choose two —
• Destroy all artifacts.
• Destroy all enchantments.
• Destroy all creatures with mana value 3 or less.
• Destroy all creatures with mana value 4 or greater. Avenge{4}{W}{W}This spell costs {2} less to cast if a player attacked you during their last turn.
Destroy all creatures. You gain 1 life for each creature destroyed this way. Bastion Protector{2}{W}Commander creatures you control get +2/+2 and have indestructible. 3/3 Cleansing Nova{3}{W}{W}Choose one —
• Destroy all creatures.
• Destroy all artifacts and enchantments. Clever Concealment{2}{W}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.) Collective Effort{1}{W}{W}Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.)
Choose one or more —
• Destroy target creature with power 4 or greater.
• Destroy target enchantment.
• Put a +1/+1 counter on each creature target player controls. Dismantling Wave{2}{W}For each opponent, destroy up to one target artifact or enchantment that player controls.
Cycling {6}{W}{W} ({6}{W}{W}, Discard this card: Draw a card.)
When you cycle this card, destroy all artifacts and enchantments. Divine Visitation{3}{W}{W}If one or more creature tokens would be created under your control, that many 4/4 white Angel creature tokens with flying and vigilance are created instead. Dora Milaje Elite{1}{W}First strike
When this creature enters, if an opponent controls more lands than you, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Sacrifice this creature: Legendary permanents you control gain indestructible until end of turn. 2/2 Everett K. Ross, Hapless Attaché{2}{W}Commander creatures you control get +1/+1 and have lifelink.
Whenever an opponent attacks you with two or more creatures, draw a card. 1/3 Falcon and Redwing{2}{W}Flying
Whenever Falcon and Redwing deal combat damage to a player, create that many 1/1 white Bird creature tokens with flying, then put a +1/+1 counter on Falcon and Redwing. 1/2 Folk Hero{1}{W}Commander creatures you own have "Whenever you cast a spell that shares a creature type with this creature, draw a card. This ability triggers only once each turn." Gift of Immortality{2}{W}Enchant creature
When enchanted creature dies, return that card to the battlefield under its owner's control. Return this card to the battlefield attached to that creature at the beginning of the next end step. Hatut Zeraze Strike Force{3}{W}When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
When this creature enters, destroy up to one target artifact or enchantment. 2/2 Hercules, Olympian Hero{3}{W}{W}Whenever Hercules attacks, put a +1/+1 counter on him. He gains indestructible until end of turn.
Whenever Hercules is dealt damage for the first time each turn, put that many +1/+1 counters on him. (He must survive the damage to get the counters.) 3/3 Heroic Return{5}{W}This spell costs {2} less to cast if a creature is attacking you.
Return target creature card from your graveyard to the battlefield. If a Hero enters this way, it enters with two additional +1/+1 counters on it. Heroic Sacrifice{1}{W}Choose target creature you control. Until end of turn, all damage that would be dealt to you and creatures you control is dealt to the chosen creature instead (if it's still on the battlefield). When that creature dies this turn, put its counters on up to one target creature you control and draw a card. Invisible Force Field{1}{W}Up to four target permanents you control gain indestructible until end of turn.
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.) King Solomon's Frogs{3}{W}Flash
When King Solomon's Frogs enters, if you cast it, for each opponent, exile up to one target permanent that player controls with mana value 3 or greater. For each permanent exiled this way, its controller draws a card.
{3}, {T}, Exile King Solomon's Frogs: You become the monarch. Loyal Retainers{2}{W}Sacrifice this creature: Return target legendary creature card from your graveyard to the battlefield. Activate only during your turn, before attackers are declared. 1/1 Martial Coup{X}{W}{W}Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures. Methods of the Mighty{3}{W}Choose one or more —
• Destroy target artifact.
• Destroy target tapped creature.
• Put a +1/+1 counter on each creature you control. Midnight Angel Armor{3}{W}{W}When this Equipment enters, create a 1/1 white Soldier creature token, then attach this Equipment to it.
Equipped creature gets +3/+3 and has flying and vigilance.
Equip {3} Monologue Tax{2}{W}Whenever an opponent casts their second spell each turn, you create a Treasure token. Scourglass{3}{W}{W}{T}, Sacrifice this artifact: Destroy all permanents except for artifacts and lands. Activate only during your upkeep. Promise of Loyalty{4}{W}Each player puts a vow counter on a creature they control and sacrifices the rest. Each of those creatures can't attack you or planeswalkers you control for as long as it has a vow counter on it. Queen Mother Ramonda{3}{W}{W}When Queen Mother Ramonda enters, you become the monarch.
As long as you're the monarch, creatures with power 2 or less can't attack you. 3/5 Royal Talon Fighter Jet{X}{W}{W}Flying
This Vehicle enters with X +1/+1 counters on it.
Whenever this Vehicle enters or attacks, create a number of 1/1 white Soldier creature tokens equal to the number of +1/+1 counters on it.
Crew 2 1/1 The Spear of Bashenga{4}{W}When The Spear of Bashenga enters, if there is no monarch, you become the monarch.
Equipped creature gets +2/+2 and has vigilance.
Whenever equipped creature attacks the monarch, destroy target tapped nonland permanent that player controls.
Equip {2} Tragic Arrogance{3}{W}{W}For each player, you choose from among the permanents that player controls an artifact, a creature, an enchantment, and a planeswalker. Then each player sacrifices all other nonland permanents they control. Ultimate Nullification{4}{W}As an additional cost to cast this spell, sacrifice a legendary creature.
Exile all creatures and graveyards. Put Ultimate Nullification on the bottom of its owner's library. Vanquish the Horde{6}{W}{W}This spell costs {1} less to cast for each creature on the battlefield.
Destroy all creatures. Winter Soldier, Reborn Avenger{4}{W}Whenever Winter Soldier attacks, return target creature card with mana value less than or equal to Winter Soldier's power from your graveyard to the battlefield. If a Hero enters this way, it enters with an additional +1/+1 counter on it. 3/5 Council of Reeds{2}{U}The "legend rule" doesn't apply to creatures you control.
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a token that's a copy of Council of Reeds. 2/2 Extract Power{5}{U}Look at the top card of each player's library, then exile those cards face down. You may play them without paying their mana costs for as long as they remain exiled. Fantastic Elasticity{2}{U}Choose one —
• Return target nonland permanent to its owner's hand.
• Return target instant or sorcery card from your graveyard to your hand.
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.) Glorious Purpose{1}{U}Whenever a creature you control connives, put a +1/+1 counter on that creature and a plan counter on this enchantment.
When the sixth plan counter is put on this enchantment, sacrifice it. If you do, exile the top four cards of your library. You may cast any number of spells from among them without paying their mana costs. Put the rest into your hand. Helmut Zemo, Mastermind{2}{U}Whenever Helmut Zemo attacks, you may cast target instant or sorcery card with mana value less than or equal to his power from your graveyard. If that spell would be put into your graveyard, exile it instead. If you cast a spell this way, put a +1/+1 counter on Helmut Zemo. 2/2 Iron Man, Armored Avenger{3}{U}Flying
Whenever you draw a card, put a +1/+1 counter on target creature.
Whenever Iron Man attacks, other attacking modified creatures gain flying until end of turn. (Equipment, Auras you control, and counters are modifications.) 2/2 Jarvis, Earth's Mightiest Butler{2}{U}Whenever you cast a Hero spell, draw a card. 1/4 Kindred Discovery{3}{U}{U}As this enchantment enters, choose a creature type.
Whenever a creature you control of the chosen type enters or attacks, draw a card. Titan of Littjara{4}{U}{U}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Whenever this creature enters or attacks, you may draw a card for each other creature you control that shares a creature type with it. If you do, discard a card. 6/6 Lockjaw, Slobbering Teleporter{1}{U}Vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put a +1/+1 counter on Lockjaw. When you do, Lockjaw and up to one other target creature you control can't be blocked this turn. 1/1 Spark Double{3}{U}You may have this creature enter as a copy of a creature or planeswalker you control, except it enters with an additional +1/+1 counter on it if it's a creature, it enters with an additional loyalty counter on it if it's a planeswalker, and it isn't legendary. 0/0 Professor Hulk{4}{U}{U}Trample
Whenever Professor Hulk deals combat damage to a player, draw that many cards. 6/6 Quantum Misalignment{4}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
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.) Raise the Palisade{4}{U}Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands. Recurring Insight{4}{U}{U}Draw cards equal to the number of cards in target opponent's hand.
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.) Valeria Richards, Precocious{3}{U}Noncreature spells you cast cost {1} less to cast.
Whenever you cast your first noncreature spell each turn, draw a card. 3/3 The Wasp, Winsome Avenger{1}{U}Flash
Flying
When The Wasp enters, target Hero gains hexproof until end of turn.
Whenever The Wasp attacks, tap target creature defending player controls. 2/1 Mind's Dilation{5}{U}{U}Whenever an opponent casts their first spell each turn, that player exiles the top card of their library. If it's a nonland card, you may cast it without paying its mana cost. West Coast Expansion{X}{U}{U}Draw X cards. If X is 5 or more, you may cast a Hero spell from your hand without paying its mana cost. Black Market Connections{2}{B}At the beginning of your first main phase, choose one or more —
• Sell Contraband — Create a Treasure token. You lose 1 life.
• Buy Information — Draw a card. You lose 2 life.
• Hire a Mercenary — Create a 3/2 colorless Shapeshifter creature token with changeling. You lose 3 life. (It is every creature type.) Damocles Base, Sword of Kang{4}{B}Flying, deathtouch
Whenever Damocles Base deals combat damage to a player, that player faces a villainous choice — They sacrifice a nontoken creature of their choice, or they lose 2 life and you draw two cards.
Crew 3 5/5 Endless Ranks of HYDRA{3}{B}For each opponent, you create a 2/1 black Villain creature token with menace.
Whenever your commander enters or attacks, you may pay {1}{B}. If you do, return this card from your graveyard to your hand. The Frightful Four{3}{B}Menace
Whenever an opponent casts their first noncreature spell each turn, that player loses life equal to that spell's mana value. 4/4 Iron Monger, Sadistic Tycoon{2}{B}Flying
Whenever a creature you control connives, put a +1/+1 counter on each Villain you control. 2/2 Kindred Dominance{5}{B}{B}Choose a creature type. Destroy all creatures that aren't of the chosen type. Klaw, Master of Sound{2}{B}Deathtouch
Whenever you play a card from exile, Klaw gains indestructible until end of turn.
Whenever Klaw deals combat damage to a player, look at the top card of that player's library, then exile it face down. You may play it for as long as it remains exiled. Mana of any type can be spent to cast a spell this way. 3/3 Lethal Scheme{2}{B}{B}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Toxic Deluge{2}{B}As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn. Abomination, World Ravager{7}{R}Menace, trample
Mayhem {4}{R} (You may cast this card from your graveyard for {4}{R} if you discarded it this turn. Timing rules still apply.) 10/10 Alicia Masters, Skilled Sculptor{1}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a Treasure token.
Sense the Good — At the beginning of your end step, each player gains control of all creatures they own. 0/4 Batroc the Leaper{1}{R}Multikicker {2} (You may pay an additional {2} any number of times as you cast this spell.)
Batroc enters with a +1/+1 counter on him for each time he was kicked.
When Batroc enters, he deals damage equal to his power to each of up to X targets, where X is the number of times he was kicked. 2/2 Blasphemous Act{8}{R}This spell costs {1} less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature. Chaos Warp{2}{R}The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield. Firebird, Blazing Ranger{2}{R}Flying
Whenever Firebird attacks, other attacking creatures get +X/+0 until end of turn, where X is Firebird's power. 1/3 Flame On!{4}{R}Put X +1/+1 counters on target creature, where X is the number of noncreature, nonland cards in your graveyard. It gains flying until end of turn.
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.) Franklin Richards, Ascendant{5}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.) 6/6 Into the Time Vortex{4}{R}Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
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.) Killmonger, Ruthless Usurper{2}{R}Trample
Whenever Killmonger attacks, he gets +1/+0 until end of turn for each artifact defending player controls.
Whenever Killmonger deals combat damage to a player, that player sacrifices an artifact of their choice and you create a Treasure token. 3/3 Lady Loki, Agent of Chaos{5}{R}Whenever you cast your first instant, sorcery, or Villain spell each turn, exile it, then exile cards from the top of your library until you exile a nonland card. Lady Loki deals damage to each opponent equal to the difference between that spell's mana value and that nonland card's mana value. You may cast that card without paying its mana cost. 5/5 Living Laser{4}{R}Haste
Whenever Living Laser attacks, for each card you've discarded this turn, create a token that's a copy of Living Laser, except the token isn't legendary. The tokens enter tapped and attacking. Exile the tokens at the beginning of the next end step. 4/4 Loki's Scepter{2}{R}When Loki's Scepter enters, gain control of target creature until end of turn. Untap that creature. Until end of turn, it becomes a Villain in addition to its other types and gains haste.
{T}: Add one mana of any color. Nova Flame{X}{2}{R}{R}Put X +1/+1 counters on target creature you control. It deals damage equal to its power to each other creature. Photon, Mighty Marvel{3}{R}Flying
Whenever Photon deals combat damage to a player, add that much mana of any one color. Until end of turn, you don't lose this mana as steps and phases end. 2/4 Puppet Master, String Puller{2}{R}Whenever you attack, goad target creature an opponent controls. It can't block this turn. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever one or more goaded creatures deal combat damage to one of your opponents, create a Treasure token. 2/4 Seize the Day{3}{R}Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase.
Flashback {2}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) She-Hulk, Wallbreaker{5}{R}Trample
Other Heroes you control have trample.
Whenever a Hero you control becomes blocked, put a +1/+1 counter on that Hero for each creature blocking it. 5/5 Stilt-Man, Towering Terror{2}{R}Reach
Whenever one or more Villains you control deal combat damage to a player, gain control of target noncreature, nonland permanent that player controls until the end of your next turn. It gains "This permanent can't be sacrificed" until the end of your next turn. 4/2 Titania, Proud Pummeler{3}{R}First strike
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Other creatures you control have melee. 3/3 War Machine, Avenging Arsenal{4}{R}Flying
Whenever War Machine attacks, attacking modified creatures you control gain double strike until end of turn. (Equipment, Auras you control, and counters are modifications.) 3/5 Ancestral Communion{1}{G}When you cast this spell while you control your commander, copy this spell. You may choose a new target for the copy.
Return target permanent card from your graveyard to your hand. Birds of Paradise{G}Flying
{T}: Add one mana of any color. 0/1 Conduit of Worlds{2}{G}{G}You may play lands from your graveyard.
{T}: Choose target nonland permanent card in your graveyard. If you haven't cast a spell this turn, you may cast that card. If you do, you can't cast additional spells this turn. Activate only as a sorcery. Fight for the Throne{1}{G}Put a +1/+1 counter on target creature you control. Then it fights target creature an opponent controls. When the creature an opponent controls dies this turn, if you control your commander, you become the monarch. Greater Good{2}{G}{G}Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards. It's Clobberin' Time!{2}{G}Choose one —
• Target creature you control deals damage equal to its power to target creature an opponent controls.
• Destroy target artifact or enchantment.
Rebound M'Baku, Jabari Chieftain{1}{G}{G}At the beginning of your end step, if there is no monarch, target opponent becomes the monarch.
Whenever a creature attacks one of your opponents, if that player is the monarch, that creature gets +1/+1 and gains trample until end of turn. 4/3 Medusa, Inhuman Queen{2}{G}Reach, vigilance
Whenever a player casts a noncreature spell, put a +1/+1 counter on Medusa. 2/2 Nakia, Wakandan Operative{2}{G}Reach
Whenever your commander enters, you become the monarch.
{2}, {T}: Put two +1/+1 counters on target creature or Vehicle. Activate only as a sorcery. 3/3 Overwhelming Stampede{3}{G}{G}Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. Path of Discovery{3}{G}Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.) W'Kabi, Shield of the Nation{1}{G}Vigilance
Whenever you attack with your commander, if you control an artifact with mana value 4 or greater, create a 4/4 green Rhino creature token with trample. 2/3 Wakanda Forever!{4}{G}{G}Reveal the top six cards of your library. You may put a permanent card from among them onto the battlefield with an indestructible counter on it. You may put a permanent card from among them into your hand. Put the rest into your graveyard. Zuri, Warrior of Wakanda{1}{G}Trample
Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control. 2/2 Ant-Man, Elusive Avenger{1}{U}{R}Ant-Man can't be blocked by creatures with greater power.
Whenever Ant-Man deals combat damage to a player, create that many Treasure tokens. 1/2 Archnemesis{1}{U}{B}Enchant opponent
Whenever you attack enchanted player, that player loses 2 life. You draw a card and gain 2 life.
Whenever a player attacks you, you may attach this Aura to that player. Bast, Panther Goddess{2}{G}{W}Reach, trample, indestructible
Bast can't attack or block unless you control three or more creatures.
Whenever you attack, target attacking creature gets +X/+X until end of turn, where X is the number of creatures you control. 4/4 Bedevil{B}{B}{R}Destroy target artifact, creature, or planeswalker. Black Bolt, Inhuman King{2}{W}{U}Flying
Whenever you cast a noncreature spell, Black Bolt gets +2/+2 until end of turn.
Lethal Voice — Whenever Black Bolt becomes the target of a spell or ability an opponent controls, destroy target nonland permanent that player controls. 3/3 Black Widow, Agile Avenger{1}{R}{W}Menace
Whenever an opponent draws their second card each turn, put a +1/+1 counter on Black Widow and you draw a card. 2/2 Captain Marvel, Apex Avenger{5}{R}{W}Flying, double strike, indestructible
Whenever you put one or more counters on another creature, if it's not a Kree, you may put the same number and kind of counters on Captain Marvel. 4/4 Cosmic Crucible{4}{G}{U}At the beginning of your first main phase, add four mana in any combination of colors.
Whenever you cast a noncreature spell, you may copy it. You may choose new targets for the copy. Do this only once each turn. (A copy of a permanent spell becomes a token.) Crystal, Inhuman Princess{1}{R}{G}Flying
Whenever you cast a noncreature spell, Crystal deals X damage to each opponent, where X is the number of colors that spell is.
{T}: Add {R}, {G}, {W}, or {U}. 2/3 Director Nick Fury{U}{R}{W}Hero spells you cast cost {1} less to cast.
Whenever you attack, look at the top four cards of your library. You may reveal a Hero card from among them and put that card into your hand. Put the rest on the bottom of your library in a random order. 2/4 Dragon Man, Reformed Robot{2}{W}{U}Flying
Dragon Man's power is equal to the greatest mana value among noncreature permanents you control and noncreature cards in your graveyard.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. */5 First Family{2}{G}{U}You draw X cards and gain X life, where X is the number of colors among permanents you control and spells you've cast this turn. Genesis Ultimatum{G}{G}{U}{U}{U}{R}{R}Look at the top five cards of your library. Put any number of permanent cards from among them onto the battlefield and the rest into your hand. Exile Genesis Ultimatum. Annie Joins Up{1}{R}{G}{W}When Annie Joins Up enters, it deals 5 damage to target creature or planeswalker an opponent controls.
If a triggered ability of a legendary creature you control triggers, that ability triggers an additional time. Galvanic Iteration{U}{R}When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Hawkeye, Avenging Archer{2}{U}{R}Reach
Whenever a creature an opponent controls dies, if Hawkeye dealt damage to it this turn, draw a card.
{T}: Hawkeye deals 1 damage to any target. 3/4 Kang Prime{3}{U}{B}Flying
Whenever Kang Prime enters or attacks, exile cards from the top of your library until you exile a nonland card. Put two time counters on that card. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) 3/5 Loki, the Deceiver{1}{U}{B}{R}Whenever Loki attacks, create a tapped and attacking token that's a copy of another target Villain you control, except it isn't legendary and it's an Illusion in addition to its other types. Sacrifice that token at the beginning of the next end step.
Whenever one or more Villains you control deal combat damage to a player, draw a card. 4/4 Love on the Battlefield{1}{U}{R}Whenever you attack with exactly two creatures, those creatures gain first strike until end of turn, then draw a card. Whenever either of those creatures deals combat damage to a player this combat, put a +1/+1 counter on it. Namor, Atlantean King{1}{W}{U}Flying
Whenever you cast a noncreature spell, create a 1/1 blue Merfolk creature token.
Whenever Namor attacks a player who has more life than you, other creatures you control attacking that player get +2/+0 until end of turn. 2/2 Okoye, Mighty and Adored{2}{G}{W}When Okoye enters, you become the monarch.
At the beginning of combat on your turn, put a +1/+1 counter on target creature. Whenever that creature attacks the monarch this turn, it gains double strike and trample until end of turn. 3/3 Power Pack{1}{R}{G}{W}{U}Flying, vigilance, trample, haste
Whenever Power Pack deals combat damage to a player, exile target instant or sorcery card from your graveyard chosen at random. At the beginning of your next upkeep, you may cast that card without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 4/4 Quicksilver, Speedster{3}{U}{R}Flash
Double strike, haste
As long as Quicksilver is tapped, you may cast spells as though they had flash. 3/4 Red Ghost, Intangible Genius{2}{U}{R}Ward {2}
Red Ghost can't be blocked.
Whenever you draw your second card each turn, create a 3/3 red Ape Villain creature token with haste. 2/3 Scarlet Witch, Chaotic Avenger{2}{U}{R}Flying
Whenever Scarlet Witch deals combat damage to a player, look at the top two cards of your library, then exile them face down. Then you may cast a Hero or noncreature spell from among cards exiled with Scarlet Witch without paying its mana cost. 3/3 Shang-Chi and the Ten Rings{1}{W}{U}First strike
Whenever you draw a card, put a +1/+1 counter on Shang-Chi.
When the tenth +1/+1 counter is put on Shang-Chi, you draw five cards and gain 5 life. 2/2 Shuri, the Black Panther{G}{W}Lifelink
Whenever Shuri attacks, draw a card if you control three or more artifacts. Then if you control six or more artifacts, creatures you control get +2/+2 until end of turn. 2/3 The Squadron Sinister{5}{U}{R}Flying, haste
Other Villains you control get +2/+2 and have flying and haste.
Mayhem {3}{U}{R} (You may cast this card from your graveyard for {3}{U}{R} if you discarded it this turn. Timing rules still apply.) 5/5 Storm, Queen of Wakanda{3}{G}{W}Flying
Whenever Storm attacks, until end of turn, another target attacking creature gains flying and gets +X/+0, where X is Storm's power.
Whenever a creature with flying attacks you, Storm deals damage equal to her power to that creature. 4/5 T'Chaka, Venerable King{G}{W}When T'Chaka enters, mill three cards, then you may put an artifact or land card from among the milled cards into your hand.
{3}, Exile this card from your graveyard: You become the monarch. Activate only if you control your commander. 2/2 Taunt from the Rampart{3}{R}{W}Goad all creatures your opponents control. Until your next turn, those creatures can't block. (Until your next turn, those creatures attack each combat if able and attack a player other than you if able.) Typhoid Mary, Fractured{1}{B}{R}Whenever Typhoid Mary attacks, choose one at random. If you discarded a card this turn, you choose one instead.
• Mary — Create a Treasure token.
• Typhoid Mary — Draw a card.
• Bloody Mary — Each opponent loses 2 life and you gain 2 life. 3/3 Ultron, Unlimited{1}{U}{B}Flying
Whenever Ultron attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever a creature you control connives, you may pay {1}. If you do, create a 2/2 colorless Robot Villain artifact creature token. 2/2 Fleecemane Lion{G}{W}{3}{G}{W}: Monstrosity 1. (If this creature isn't monstrous, put a +1/+1 counter on it and it becomes monstrous.)
As long as this creature is monstrous, it has hexproof and indestructible. 3/3 Whirlwind of Thought{1}{U}{R}{W}Whenever you cast a noncreature spell, draw a card. Willie Lumpkin, Postman{W}{U}Willie Lumpkin can't be blocked.
Whenever Willie Lumpkin deals combat damage to an opponent, you draw a card and that player may draw a card. If they do, that player can't attack you or permanents you control during their next turn. 1/3 Avengers Quinjet{5}Flying
Whenever this Vehicle enters or attacks, choose one —
• You may put a Hero creature card from your hand onto the battlefield.
• Return target Hero creature card from your graveyard to your hand.
Crew 3 4/4 Hammer of Nazahn{4}Whenever Hammer of Nazahn or another Equipment you control enters, you may attach that Equipment to target creature you control.
Equipped creature gets +2/+0 and has indestructible.
Equip {4} Chromatic Lantern{3}Lands you control have "{T}: Add one mana of any color."
{T}: Add one mana of any color. Coveted Jewel{6}When this artifact enters, draw three cards.
{T}: Add three mana of any one color.
Whenever one or more creatures an opponent controls attack you and aren't blocked, that player draws three cards and gains control of this artifact. Untap it. Currency Converter{1}Whenever you discard a card, you may exile that card from your graveyard.
{2}, {T}: Draw a card, then discard a card.
{T}: Put a card exiled with this artifact into its owner's graveyard. If it's a land card, create a Treasure token. If it's a nonland card, create a 2/2 black Rogue creature token. Doom's Time Platform{4}Whenever you attack, exile target nonland card from your graveyard with two time counters on it. If it doesn't have suspend, it gains suspend. (At the beginning of your upkeep, remove a time counter. When the last is removed, you may cast it without paying its mana cost. If it's a creature, it has haste.) Door of Destinies{4}As this artifact enters, choose a creature type.
Whenever you cast a spell of the chosen type, put a charge counter on this artifact.
Creatures you control of the chosen type get +1/+1 for each charge counter on this artifact. The Fantasticar{3}Flying
Whenever you cast a noncreature spell, you may have The Fantasticar become an artifact creature until end of turn.
Whenever you cast your fourth noncreature spell each turn, you may sacrifice The Fantasticar. If you do, create four 4/4 colorless Construct artifact creature tokens with flying and haste. 4/4 Gilded Lotus{5}{T}: Add three mana of any one color. Heart-Shaped Herb{4}If a source an opponent controls would deal damage to you, prevent 1 of that damage.
{2}, {T}, Sacrifice this artifact: You may sacrifice a creature. If you do, return that card to the battlefield under its owner's control with three +1/+1 counters on it and you become the monarch. H.E.R.B.I.E., Lovable Robot{2}Flying
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, surveil 1.
{T}: Add {C}.
{1}, {T}: Add one mana of any color. 1/1 Helm of the Host{4}At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste.
Equip {5} Hulkbuster Armor{4}Equipped creature has base power and toughness 9/9 and has flying.
Equip Hero {3}
Equip {6} Jocasta, Automaton Avenger{3}Flying
Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta.
Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking. 2/2 Kimoyo Beads{4}At the beginning of your end step, choose one that hasn't been chosen —
• AV Bead — Draw a card.
• Communication Bead — Create two 1/1 white Soldier creature tokens.
• Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control. Metallic Mimic{2}As this creature enters, choose a creature type.
This creature is the chosen type in addition to its other types.
Each other creature you control of the chosen type enters with an additional +1/+1 counter on it. 2/1 Metalwork Colossus{11}This spell costs {X} less to cast, where X is the total mana value of noncreature artifacts you control.
Sacrifice two artifacts: Return this card from your graveyard to your hand. 10/10 Mirage Mirror{3}{2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn. N'Yami-Class Mother Ship{6}Flying, vigilance, haste
Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand.
Crew 3 5/7 Negative Zone Portal{2}{2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card.
At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand. Panther Habit{4}If equipped creature would be dealt damage, prevent that damage and put that many +1/+1 counters on it.
Equip {2} Mind's Eye{5}Whenever an opponent draws a card, you may pay {1}. If you do, draw a card. Panther Robot{10}Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.)
Reach, trample 8/8 Progenitor's Icon{3}As this artifact enters, choose a creature type.
{T}: Add one mana of any color.
{T}: The next spell of the chosen type you cast this turn can be cast as though it had flash. Shuri's Fabricator{4}When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.) Skullclamp{1}Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip {1} Sword of the Animist{2}Equipped creature gets +1/+1.
Whenever equipped creature attacks, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Equip {2} Solemn Simulacrum{4}When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card. 2/2 Tome of Legends{2}This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
{1}, {T}, Remove a page counter from this artifact: Draw a card. Trading Post{4}{1}, {T}, Discard a card: You gain 4 life.
{1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token.
{1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand.
{1}, {T}, Sacrifice an artifact: Draw a card. Tri-Sentinel, Act of Vengeance{7}Flying, menace, trample
When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls.
Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.) 7/7 Unstable Molecule Suit{3}Equipped creature gets +2/+2 and has indestructible.
Equip commander {2}
Equip {4} Vibranium Mining Mech{4}Trample
Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{2}: This Vehicle gets +1/+0 until end of turn.
Crew 2 6/6 Vibranium Strike Gauntlets{4}Flash
When this Equipment enters, attach it to target creature you control.
Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card."
Equip {3} Vision, Synthezoid Avenger{4}Flying
Whenever a player casts a spell, if it isn't that player's turn, choose one —
• Put a +1/+1 counter on Vision.
• Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.) 3/3 Bountiful PromenadeThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {W}. Canopy Vista({T}: Add {G} or {W}.)
This land enters tapped unless you control two or more basic lands. Canyon Slough({T}: Add {B} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Choked EstuaryAs this land enters, you may reveal an Island or Swamp card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {B}. Cinder Glade({T}: Add {R} or {G}.)
This land enters tapped unless you control two or more basic lands. Clifftop RetreatThis land enters tapped unless you control a Mountain or a Plains.
{T}: Add {R} or {W}. Coastal Peak({T}: Add {U} or {R}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Dragonskull SummitThis land enters tapped unless you control a Swamp or a Mountain.
{T}: Add {B} or {R}. Drowned CatacombThis land enters tapped unless you control an Island or a Swamp.
{T}: Add {U} or {B}. Exotic Orchard{T}: Add one mana of any color that a land an opponent controls could produce. Fabled Passage{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land. Fetid Pools({T}: Add {U} or {B}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Foreboding RuinsAs this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {B} or {R}. Fortified VillageAs this land enters, you may reveal a Forest or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {G} or {W}. Frostboil SnarlAs this land enters, you may reveal an Island or Mountain card from your hand. If you don't, this land enters tapped.
{T}: Add {U} or {R}. Furycalm SnarlAs this land enters, you may reveal a Mountain or Plains card from your hand. If you don't, this land enters tapped.
{T}: Add {R} or {W}. Glacial FortressThis land enters tapped unless you control a Plains or an Island.
{T}: Add {W} or {U}. Glittering Massif({T}: Add {R} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) The Great Mound{T}: Add {C}.
{3}, {T}: Create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
{6}, {T}: Draw a card. Hinterland HarborThis land enters tapped unless you control a Forest or an Island.
{T}: Add {G} or {U}. Irrigated Farmland({T}: Add {W} or {U}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Luxury SuiteThis land enters tapped unless you have two or more opponents.
{T}: Add {B} or {R}. Plaza of Heroes{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a legendary spell.
{T}: Add one mana of any color among legendary permanents you control.
{3}, {T}, Exile this land: Target legendary creature gains hexproof and indestructible until end of turn. Port TownAs this land enters, you may reveal a Plains or Island card from your hand. If you don't, this land enters tapped.
{T}: Add {W} or {U}. Prairie Stream({T}: Add {W} or {U}.)
This land enters tapped unless you control two or more basic lands. Radiant Summit({T}: Add {R} or {W}.)
This land enters tapped unless you control two or more basic lands. Razorverge ThicketThis land enters tapped unless you control two or fewer other lands.
{T}: Add {G} or {W}. Rejuvenating SpringsThis land enters tapped unless you have two or more opponents.
{T}: Add {G} or {U}. Rootbound CragThis land enters tapped unless you control a Mountain or a Forest.
{T}: Add {R} or {G}. Scattered Groves({T}: Add {G} or {W}.)
This land enters tapped.
Cycling {2} ({2}, Discard this card: Draw a card.) Scavenger Grounds{T}: Add {C}.
{2}, {T}, Sacrifice a Desert: Exile all graveyards. Scorched Geyser({T}: Add {U} or {R}.)
This land enters tapped unless you control two or more basic lands. Smoldering Marsh({T}: Add {B} or {R}.)
This land enters tapped unless you control two or more basic lands. Sodden Verdure({T}: Add {G} or {U}.)
This land enters tapped unless you control two or more basic lands. Spectator SeatingThis land enters tapped unless you have two or more opponents.
{T}: Add {R} or {W}. Sulfur FallsThis land enters tapped unless you control an Island or a Mountain.
{T}: Add {U} or {R}. Sungrass Prairie{1}, {T}: Add {G}{W}. Sunken Hollow({T}: Add {U} or {B}.)
This land enters tapped unless you control two or more basic lands. Sunpetal GroveThis land enters tapped unless you control a Forest or a Plains.
{T}: Add {G} or {W}. Throne of the High City{T}: Add {C}.
{4}, {T}, Sacrifice this land: You become the monarch. Iron Man, Futurist Paragon{4}{U}{U}Flying
At the beginning of combat on your turn, target artifact or creature becomes an artifact creature with base power and toughness 5/5 and gains flying. 5/5 Hulk, Always Angry{5}{R}{R}Trample
When Hulk enters, destroy all artifacts.
Hulk attacks each combat if able. 9/9 Thor, Guardian of Midgard{3}{R}{R}Flying
Whenever a source you control deals noncombat damage to an opponent, you may exile that many cards from the top of your library. You may play those cards this turn. 5/5 Black Widow, Intel Expert{2}{W}First strike
Whenever Black Widow deals combat damage to an opponent, you and that player each draw two cards. 3/3 Captain America, Unbowed{3}{W}Flash
When Captain America enters, Soldiers and Heroes you control gain indestructible until end of turn. 3/4 Hawkeye, Trick Shot{3}{R}Reach, first strike
Whenever Hawkeye or another Hero you control enters, it deals damage equal to the number of Heroes you control to any target. 3/4 Ultron, Machine Overlord{5}Flying
Other Robots and Constructs you control get +2/+2. 4/4 Thanos, Death's Consort{2}{B}{B}Lifelink
Whenever another creature dies, put a +1/+1 counter on Thanos. 3/3 M.O.D.O.K., Evil Intellect{3}{B}{B}Flying
Whenever you draw your second card each turn, target opponent sacrifices a nontoken creature of their choice. 3/5 Absorbing Man and Titania{3}{R}{G}Double all damage that creature sources you control would deal. 4/5 Abomination, Irradiated Brute{2}{G}{G}Trample
Whenever a Gamma or Villain you control deals combat damage to a player, put that many +1/+1 counters on Abomination. 4/4 Loki, God of Lies{1}{R}{R}Whenever you cast a spell that targets only a single creature, gain control of that creature until end of turn. If it's your turn, untap that creature and it gains haste until end of turn. 3/3 Fall to Earth{4}{W}Exile target creature. Each player gains 3 life.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Hawkeye, Clint Barton{3}{W}Vigilance (Attacking doesn't cause this creature to tap.) 3/5 Iconic Shield{W}Equipped creature gets +1/+2 and has "Whenever this creature attacks, another target attacking creature gains indestructible until end of turn." (Damage and effects that say "destroy" don't destroy it.)
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) Mockingbird, Bobbi Morse{3}{W}Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) 3/3 Peggy Carter, Secret Agent{1}{W}Whenever a creature you control attacks alone, it gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 2/1 Valkyrior Skyrider{4}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, you gain 4 life. 3/4 Wondrous Revival{4}{W}{W}Return up to three target Hero creature cards from your graveyard to the battlefield. A.I.M. Bot{2}{U}Flying (This creature can't be blocked except by creatures with flying or reach.) 2/3 Blue Marvel, Adam Brashear{3}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you draw your second card each turn, put a +1/+1 counter on Blue Marvel. 3/5 Graviton, Fundamental Force{2}{U}Whenever you draw your second card each turn, choose one —
• Target creature gains flying until end of turn. (It can't be blocked except by creatures with flying or reach.)
• Tap target creature. 3/3 Repulsor Bots{4}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, return up to two other target artifacts and/or creatures to their owners' hands. 4/4 Stark's Ingenuity{2}{U}Enchant creature you control
When this Aura enters, you may pay {X}. If you do, draw X cards.
Whenever you draw a card, put a +1/+1 counter on enchanted creature. Boomerang, Blade Flinger{1}{B}Whenever Boomerang attacks, he deals 1 damage to each opponent and you gain 1 life. 1/3 Doom's Servo-Guards{1}{B}When this creature enters, you gain 2 life and mill two cards. (Put the top two cards of your library into your graveyard.) 2/2 Glamorous Grapplers{3}{B}Menace (This creature can't be blocked except by two or more creatures.) 3/3 Infernal Rebirth{3}{B}Return one or two target creature cards from your graveyard to your hand.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Madame Hydra, Reanimated{3}{B}Menace (This creature can't be blocked except by two or more creatures.)
Madame Hydra gets +1/+1 for each creature card in your graveyard.
Whenever Madame Hydra enters or attacks, mill two cards. (Put the top two cards of your library into your graveyard.) 2/2 Minotaur, Roxxon CEO{4}{B}{B}Whenever Minotaur, Roxxon CEO or another nontoken creature dies, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 4/4 Ultimo, Civilization's End{4}{B}{B}Menace (This creature can't be blocked except by two or more creatures.)
When Ultimo enters, each opponent sacrifices a creature of their choice.
{2}{B}, Discard this card: Each opponent sacrifices a creature of their choice. 6/5 Experimental Armor{2}{R}Equipped creature gets +1/+1 and has flying and haste. (It can't be blocked except by creatures with flying or reach. It can attack and {T} as soon as it comes under your control.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Furious Strength{2}{R}Enchant creature
Enchanted creature gets +2/+2 and has menace. (It can't be blocked except by two or more creatures.) Happy Hogan, Dauntless Driver{R} 2/1 The Immortal Weapons{4}{R}When The Immortal Weapons enter, return target instant or sorcery card from your graveyard to your hand.
Whenever you cast a noncreature spell, target creature gets +2/+0 and gains menace until end of turn. (It can't be blocked except by two or more creatures.) 4/4 Marvelous Melee{4}{R}Marvelous Melee deals 6 damage to target creature.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Quicksilver, Pietro Maximoff{2}{R}Haste (This creature can attack and {T} as soon as he comes under your control.) 3/2 She-Hulk, Jennifer Walters{3}{R}Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{R}, Sacrifice a land: Draw a card and put a +1/+1 counter on She-Hulk. 4/4 Smashing Spree{1}{R}Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) Wiccan, Young Avenger{3}{R}Whenever you cast a noncreature spell, exile the top card of your library. Until your next end step, you may play that card. 3/3 Colossal Collision{3}{G}Put a +1/+1 counter on target creature you control. Then that creature deals damage equal to its power to target creature an opponent controls.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) The Fabulous Frog-Man{2}{G}Reach (This creature can block creatures with flying.) 3/3 Feral Ferocity{1}{G}Target creature gets +4/+4 until end of turn. Flora Colossus{5}{G}{G}Hexproof (This creature can't be the target of spells or abilities your opponents control.)
Flora Colossus's power and toughness are each equal to the number of lands you control. */* Gamma Grotesque{2}{G}Vigilance (Attacking doesn't cause this creature to tap.)
Power-up — {4}{G}{G}: Put three +1/+1 counters on this creature. Then draw a card for each creature you control with a counter on it. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/3 Moon-Boy, Dino Rider{1}{G}Dinosaur spells you cast cost {1} less to cast.
Whenever Moon-Boy attacks while you control a Dinosaur, Moon-Boy gets +1/+1 until end of turn. 2/2 Thing Swing{3}{G}This spell costs {2} less to cast if it targets a Hero you control.
Target creature you control deals damage equal to twice its power to target creature an opponent controls. Warriors of Wakanda{3}{G}Trample (This creature can deal excess combat damage to the player it's attacking.) 4/4 Atlas, Sizable Stooge{2}{B/G}{B/G}Reach (This creature can block creatures with flying.)
Whenever Atlas attacks or blocks, you gain 1 life for each creature you control with power 4 or greater. 5/4 Brawn, Amadeus Cho{1}{G/U}When Brawn enters, draw a card.
Power-up — {4}{G/U}: Put a +1/+1 counter on Brawn for each card in your hand. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Gert and Old Lace, Runaways{2}{R/G}Trample (This creature can deal excess combat damage to the player they're attacking.)
When Gert and Old Lace enter, you may discard a card. If you do, search your library for a basic land card, reveal it, put it into your hand, then shuffle. 4/3 Iron Lad, Young Avenger{2}{U/R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Noncreature spells you cast cost {1} less to cast. 2/2 Patriot, Young Avenger{2}{R/W}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
As long as Patriot is equipped, other creatures you control get +1/+0. 3/2 Stature, Young Avenger{1}{R/G}Reach (This creature can block creatures with flying.)
Whenever you cast a noncreature spell, Stature has base power and toughness 4/4 until end of turn. 2/2 War Machine, James Rhodes{3}{W/U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever War Machine attacks, tap up to one target creature. 3/2 Team Transmitter{3}Whenever a Hero you control enters, you gain 1 life.
{T}: Add one mana of any color. Victor Mancha, Runaway{5}When Victor Mancha enters, exile target card from your graveyard. You may play it for as long as you control Victor Mancha. 4/4 Pacifism{1}{W}Enchant creature
Enchanted creature can't attack or block. Doom Blade{1}{B}Destroy target nonblack creature. Tombstone, Career Criminal{2}{B}When Tombstone enters, return target Villain card from your graveyard to your hand.
Villain spells you cast cost {1} less to cast. 2/2 Thriving BluffThis land enters tapped. As it enters, choose a color other than red.
{T}: Add {R} or one mana of the chosen color. Thriving GroveThis land enters tapped. As it enters, choose a color other than green.
{T}: Add {G} or one mana of the chosen color. Thriving HeathThis land enters tapped. As it enters, choose a color other than white.
{T}: Add {W} or one mana of the chosen color. Thriving IsleThis land enters tapped. As it enters, choose a color other than blue.
{T}: Add {U} or one mana of the chosen color. Thriving MoorThis land enters tapped. As it enters, choose a color other than black.
{T}: Add {B} or one mana of the chosen color. Amazing Spider-Girl{3}{W}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
Flying, vigilance 5/4 Black Panther, Most Dangerous{2}{W}Whenever Black Panther is dealt damage, he deals that much damage to any other target.
Power-up — {5}{W}{W}: Put two +1/+1 counters on Black Panther. Other creatures you control get +2/+2 until end of turn. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 3/3 Blur of Heroism{2}{W}When this enchantment enters, draw a card.
You may cast Hero spells as though they had flash. Bucky Barnes, Eager Ally{1}{W}Vigilance
When Bucky Barnes dies, look at the top four cards of your library. You may reveal an Equipment, Hero, or Soldier card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. 2/2 Captain America, Liberator{3}{W}{W}When Captain America enters, you may search your library for an Equipment card with mana value 3 or less, put it onto the battlefield, then shuffle.
Whenever Captain America attacks, for each Equipment attached to him, create a 1/1 white Soldier creature token. 5/5 Captain America, Skybound{3}{W}{W}Flying, vigilance
Battalion — Whenever Captain America and at least two other creatures attack, put a +1/+1 counter on each attacking creature. They gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.) 3/5 Captain Marvel, Shooting Star{5}{W}{W}Flying
Whenever Captain Marvel enters or attacks, exile up to one target creature. That creature's controller gains life equal to its power.
Whenever a creature other than Captain Marvel is exiled from the battlefield, you gain life equal to its power. 6/6 Doctor Spectrum{3}{W}{W}Flying
When Doctor Spectrum enters, choose one —
• Create a 0/4 colorless Wall creature token with defender.
• Put a +1/+1 counter on each other Hero you control.
• Destroy target enchantment. 3/3 Doctor Strange, Surgeon{4}{W}Lifelink
If you would gain life, you gain twice that much life instead.
At the beginning of each combat, if you have at least 10 life more than your starting life total, creatures you control get +2/+2 and gain vigilance until end of turn. 2/5 Donald Blake, Guise of Thor{1}{W}Lifelink
Power-up — {4}{W}{W}: Put two +1/+1 counters and a flying counter on Donald Blake. He becomes a God Warrior Hero. (He loses all other creature types. Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/3 Falcon, Joaquin Torres{2}{W}Flying, lifelink
Battalion — Whenever Falcon and at least two other creatures attack, put a +1/+1 counter on him and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Foggy Nelson, On Retainer{2}{W}Flash
When Foggy Nelson enters, put a +1/+1 counter on another target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 1/3 General Thunderbolt Ross{W}First strike
Battalion — Whenever General Thunderbolt Ross and at least two other creatures attack, attacking creatures get +1/+0 until end of turn. 1/1 Hawkeye, Bowslinger{2}{W}Reach, vigilance
Whenever you cast a spell that targets a creature, put a +1/+1 counter on Hawkeye. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 3/3 Heroic Teamwork{2}{W}Teamwork 3 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 3 or more.)
One or two target creatures each get +2/+1 until end of turn. If this spell was cast using teamwork, draw a card. The Howling Commandos{1}{W}{5}: Creatures you control get +1/+1 until end of turn. Soldiers you control gain vigilance until end of turn. 3/1 Hyperion, Supreme Hero{4}{W}{W}{W}Flash
Flying
If a source would deal damage to you or a Hero you control, prevent all but 1 of that damage. 7/7 Hyperion's Atomic Vision{1}{W}As an additional cost to cast this spell, you may behold a Hero. (You may choose a Hero you control or reveal a Hero card from your hand.)
Destroy target tapped creature. If a Hero was beheld, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.) Infinity Formula{2}{W}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+2 and has "Whenever this creature attacks, you gain 2 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Matt Murdock, Justice Seeker{1}{W}At the beginning of combat on your turn, you may pay {1}. When you do, put a +1/+1 counter on target creature you control.
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) 2/2 Nick Fury, Spymaster{4}{W}First strike
Whenever a creature you control attacks alone, draw a card. Then you may put a creature card with mana value 3 or less from your hand onto the battlefield. It enters tapped and attacking and gains indestructible until end of turn. 4/4 Nighthawk, Dark Defender{1}{W}Flying
Whenever Nighthawk or another Hero you control enters, target creature gets +1/+1 until end of turn. 2/1 Origin of Captain America{2}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Put a +1/+1 counter on target creature you control. It gains first strike and vigilance until end of turn.
II — Create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}.
III — Tap up to one target creature and put a stun counter on it. Photon, Lady of Light{3}{W}Flying
Whenever Photon attacks, exile up to one other target creature you control, then return that card to the battlefield under its owner's control. 3/3 Quantum Entanglement{1}{W}Flash
When this enchantment enters and at the beginning of your end step, you may pay {1}{W}. When you do, exile target creature you control, then return that card to the battlefield under its owner's control. Secure Detention{3}{W}Enchant artifact or creature
When this Aura enters, create a 1/1 white Soldier creature token.
Enchanted permanent can't attack or block, and its activated abilities can't be activated. Strategic Intervention{1}{W}Whenever a creature you control attacks alone, it gets +1/+1 until end of turn. Tap up to one target creature defending player controls. Stunning Shot{1}{W}Put two +1/+1 counters on up to one target creature you control. Tap up to one target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Ultimate Alliance{W}Ultimate Alliance deals damage equal to the number of creatures you control to target creature. Vault Guardsman{5}{W}Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.)
When this creature enters, exile target artifact or creature an opponent controls until this creature leaves the battlefield. 3/4 Wakandan Shield Guard{1}{W}When this creature enters, create a 1/1 white Soldier creature token. 1/1 Wall Off{3}{W}This spell costs {1} less to cast for each creature your opponents control.
Create a 0/4 colorless Wall creature token with defender. You gain 4 life. Zarda, the Power Princess{3}{W}Flying
Other Heroes you control have exalted. (Whenever a creature you control attacks alone, it gets +1/+1 until end of turn for each instance of exalted among permanents you control.) 2/4 Atlantean Skirmisher{1}{U}Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 1/2 Collector's Case{1}{U}When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
{3}{U}, {T}: Tap target creature. Daughter of the Deep{1}{U}Whenever you draw your second card each turn, create a 1/1 blue Merfolk creature token.
{U}, {T}: Target Merfolk can't be blocked this turn. 2/1 Dismissive Denial{2}{U}{U}Counter target spell.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Fantastic Bounce{3}{U}This spell costs {2} less to cast if it targets a tapped creature.
Return target nonland permanent to its owner's hand.
Draw a card. Flying Drone{1}{U}Flying, vigilance
{1}{U}, {T}: Draw a card, then discard a card. This ability costs {1}{U} less to activate if another creature with flying entered the battlefield under your control this turn. 1/2 Happy Hogan, Bodyguard{5}{U}Vigilance
When Happy Hogan enters, the owner of target creature an opponent controls puts it into their library second from the top or on the bottom. 3/3 Immortus, Master of Eternity{2}{U}{U}{T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells.
Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Imperial Cosmographer{2}{U}Vigilance
Whenever another creature you control leaves the battlefield without dying, put two +1/+1 counters on this creature. 2/3 Impossible Man{2}{U}Flying
{2}{U}: Impossible Man becomes a copy of another target permanent until end of turn, except his name is Impossible Man. 1/4 Iron Man, Bleeding Edge{3}{U}{U}Flying
Whenever you cast an artifact spell, you may copy it, except the copy isn't legendary. Do this only once each turn. (The copy becomes a token.) 3/5 Living Lies of Loki{1}{U}This creature gets +1/+0 for each other Illusion you control.
When this creature dies, draw a card. 1/3 Loki, Lord of Misrule{3}{U}{U}, {T}: Choose target creature you control. Each creature you control other than the chosen creature becomes a copy of that creature until end of turn, except it isn't legendary. Activate only as a sorcery. 3/4 Multiversal Recruitment{3}{U}Create a token that's a copy of target creature you control, except it isn't legendary.
Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Mysterio's Mirage{2}{U}At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token. Namor, Scourge of the Seas{3}{U}{U}Flying
Each other Merfolk you control with a +1/+1 counter on it has flying.
At the beginning of combat on your turn, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 4/4 Namora, the Sea Queen{2}{U}Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/3 Origin of Iron Man{4}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield.
II — Draw two cards.
III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield. Pharaoh Rama-Tut{4}{U}Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.)
Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 4/4 Quantum Reduction{1}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
You may cast this spell as though it had flash if it's cast using teamwork.
Enchant creature
Enchanted creature gets -5/-0 and loses all abilities. Reed Richards, Smartest Man{5}{U}Reach
You have no maximum hand size.
The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead. 2/4 Shi'ar Soldier{1}{U}Flying
{U}, {T}: Return another target permanent you control to its owner's hand. Activate only during your turn. 1/3 Shipwreck Patrol{3}{U}When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) 3/3 Silver Surfer, Cosmic Voyager{4}{U}{U}Flash
Flying
When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped. 5/5 Spaceshift{1}{U}Exile target artifact or creature, then return that card to the battlefield under its owner's control with a +1/+1 counter on it. Timeline Inquiry{3}{U}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Draw three cards. Then discard a card unless this spell was cast using teamwork. Victor Timely, Wily Tycoon{4}{U}When Victor Timely enters, you may cast target artifact, instant, or sorcery card with mana value 4 or less from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead. 3/4 Virtual Assistant{1}{U}Defender
Whenever you cast a spell using teamwork, create a 1/1 colorless Robot Hero artifact creature token with flying. 3/3 Vision, Spectral Synthezoid{6}{U}{U}Flying
Once during each of your turns, you may cast a noncreature or Robot spell from your hand without paying its mana cost. 2/5 Vulture, Feathered Fiend{2}{U}{U}Flying
Whenever one or more creatures you control with flying deal combat damage to a player, put a +1/+1 counter on each of those creatures and draw a card. 2/4 Wasp, Shrinking Savior{2}{U}Flying
Whenever Wasp attacks, up to one other target creature gets -3/-0 until your next turn. Then draw a card for each creature with power less than 0 on the battlefield. 1/3 Armed Assailant{2}{B}Deathtouch
As long as this creature is equipped, it gets +2/+0 and has menace. (It can't be blocked except by two or more creatures.) 1/3 Black Widow, Deadly Hunter{2}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, you draw a card and lose 1 life. 3/3 Bob, Reluctant HYDRA Agent{1}{B}Whenever Bob attacks alone, return him to his owner's hand. If you do, each opponent loses 2 life and you gain 2 life. 2/2 Citizen V, Helmut Zemo{2}{B}Lifelink
Whenever you gain life, put a +1/+1 counter on each Villain you control. 2/2 Count Nefaria{6}{B}This spell costs {3} less to cast if you've sacrificed a permanent this turn.
Flying 6/6 Criminal Enterprise{2}{B}When this enchantment enters, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.)
Whenever a Villain you control dies, this enchantment deals 1 damage to each opponent and you gain 1 life. Crimson Cowl, Master of Evil{2}{B}Whenever one or more nontoken Villains you control attack a player, you create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/3 Doctor Doom, Unrivaled{2}{B}{B}Lifelink
{T}: You draw a card and lose 1 life. Then if your library has no cards in it, you win the game. (You win even if you have 0 life or didn't draw a card.) 4/4 Doombot Harbinger{2}{B}Flying
When this creature enters, you may mill four cards. (You may put the top four cards of your library into your graveyard.)
When this creature dies, you may exile this card. When you do, return target creature card from your graveyard to your hand. 2/1 Fixer, Techno Terror{1}{B}{T}, Pay 2 life: Draw a card. Activate only if an artifact entered the battlefield under your control this turn. 2/1 Green Goblin, Back for More{3}{B}{B}Flying, menace
At the beginning of combat on your turn, you may discard a card. If you do, each opponent discards a card.
Mayhem {3}{B}{B} (You may cast this card from your graveyard for {3}{B}{B} if you discarded it this turn. Timing rules still apply.) 4/4 Grim Reaper's Scythe{2}{B}Whenever one or more creature cards leave your graveyard, create a 2/2 black Zombie creature token.
{3}{B}, {T}, Sacrifice two creatures: Return target creature card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a creature with a finality counter on it would die, exile it instead.) Hammerhead, Maggia Boss{1}{B}Sacrifice another creature or artifact: Put a +1/+1 counter on Hammerhead. 2/1 HYDRA Disintegrator{4}{B}When this Equipment enters, create a 2/1 black Villain creature token with menace, then attach this Equipment to it. (A creature with menace can't be blocked except by two or more creatures.)
Equipped creature gets +3/+3.
Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.) Kingpin, Wilson Fisk{3}{B}Menace
Whenever you sacrifice Kingpin or another creature, create two Treasure tokens. This ability triggers only once each turn. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") 3/6 MACH-1, Swooping Scoundrel{1}{B}Flying
When MACH-1 enters and whenever you gain life, surveil 1. This ability triggers only once each turn. (To surveil 1, look at the top card of your library. You may put it into your graveyard.) 1/3 Minion Missile{1}{B}As an additional cost to cast this spell, sacrifice a creature or discard a card.
Destroy target creature. Minion Missile deals 2 damage to that creature's controller. Origin of Black Widow{2}{B}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each opponent sacrifices a creature of their choice.
II — Creatures you control gain deathtouch until end of turn.
III — Each opponent loses 1 life for each creature card in their graveyard. Radioactive Man{4}{B}Deathtouch
Whenever Radioactive Man deals combat damage to a player, that player loses half their life, rounded up. 3/5 Sadistic Slash{3}{B}Target creature gets -5/-5 until end of turn.
Mayhem {1}{B} (You may cast this card from your graveyard for {1}{B} if you discarded it this turn.) Titanium Man{2}{B}{B}Whenever Titanium Man attacks, choose one —
• Titanium Man gains flying until end of turn.
• Titanium Man deals 1 damage to any target. 3/4 Ultron the Annihilator{3}{B}{B}Flying
Whenever Ultron enters or attacks, create a 2/2 colorless Robot Villain artifact creature token.
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, each opponent loses 1 life. 3/4 Ultron's Auxiliary{1}{B}Menace
Whenever another artifact is put into your graveyard from the battlefield or an artifact card is put into your graveyard from anywhere other than the battlefield, put a +1/+1 counter on this creature. 1/1 Undead Hand Ninja{1}{B}Deathtouch
Whenever one or more creature cards leave your graveyard, each opponent loses 1 life and you gain 1 life. 2/1 Valentina Allegra de Fontaine{2}{B}Other Villains you control are Heroes in addition to their other types.
{T}: Target Hero you control connives. Activate only as a sorcery. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/3 Villainous Syndication{1}{B}Tap an untapped Villain you control: Mill a card. Put a plan counter on this enchantment. Activate only as a sorcery. (To mill a card, put the top card of your library into your graveyard.)
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return target creature card from your graveyard to the battlefield. Viper, Cruel Conspirator{1}{B}{B}: Target creature that's attacking alone gets +1/+1 until end of turn.
{B}: Target creature that's attacking alone gains your choice of deathtouch or lifelink until end of turn. 2/2 Void Helix{4}{B}{B}Void Helix deals 5 damage to any target and you gain 5 life. Voltaic Whip{2}{B}Equipped creature gets +2/+0 and has "Whenever this creature attacks alone, you draw a card and lose 1 life."
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) White Widow, Yelena Belova{1}{B}Deathtouch
Whenever a creature you control with deathtouch deals combat damage to a player, put a +1/+1 counter on it. 1/2 Alex Wilder, Runaway{1}{R}Whenever Alex Wilder or another creature you control enters, if you cast it from anywhere other than your hand, it gets +2/+0 and gains haste until end of turn.
Escape—{2}{R}, Exile three other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) 1/3 Asgardian Inspiration{R}Exile the top card of your library. You may play it this turn.
Whenever a source you control deals noncombat damage to an opponent, you may pay {2}. If you do, return this card from your graveyard to your hand. Big Wheel{2}{R}Trample
When this Vehicle enters, you may discard a card. If you do, draw a card.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/4 Bionic Blow{X}{R}{R}Target creature you control gets +X/+0 until end of turn. Then it deals damage equal to its power to up to one other target creature. Captain America's Motorcycle{1}{R}Flash
When this Vehicle enters, target creature or Vehicle gets +2/+0 until end of turn.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.) 3/1 Chase Stein, Runaway{1}{R}{T}, Discard a card: Exile the top card of your library. Until the end of your next turn, you may play that card. 2/2 Contract Hero{2}{R}When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Whenever this creature attacks, you may sacrifice an artifact or discard a card. If you do, this creature gets +2/+0 until end of turn. 2/3 Crossover Collaboration{2}{R}Teamwork 2 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 2 or more.)
Exile the top two cards of your library. Until the end of your next turn, you may play those cards. If this spell was cast using teamwork, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Daredevil, Fearless Fighter{2}{R}Whenever a source you control deals damage to you, Daredevil deals that much damage to target opponent.
Whenever Daredevil attacks, exile the top card of your library. Daredevil deals damage to you equal to that card's mana value. You may play it this turn. 3/3 Daredevil's Billy Club{1}{R}When this Equipment enters, it deals 2 damage to any target and 1 damage to you.
Equipped creature gets +1/+0 and has menace. (It can't be blocked except by two or more creatures.)
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Elektra, Femme Fatale{3}{R}When Elektra enters, you may have her deal 2 damage to you. When you do, she deals 4 damage to target creature. 3/2 Heroes for Hire{3}{R}{R}When this enchantment enters, create three Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Sacrifice a Treasure: Exile the top card of your library. You may play it this turn. Hulkling, Young Avenger{2}{R}{R}Flying
Whenever you cast a noncreature spell, Hulkling becomes a copy of up to one other target creature until end of turn, except his name is Hulkling, Young Avenger, he's 4/4, and he has flying and this ability. 4/4 Inspired Fire{3}{R}This spell costs {1} less to cast for each card you've drawn this turn.
Inspired Fire deals 4 damage to target creature. Intrepid Ace{R}This creature gets +2/+0 as long as it isn't attacking or blocking. 2/1 Iron Fist, Hero for Hire{1}{R}Trample
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Power-up — {7}{R}: Iron Fist deals 5 damage divided as you choose among up to five targets. Put five +1/+1 counters on Iron Fist. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Jack of Hearts, Volatile Hero{1}{R}{R}Flying, haste
When Jack of Hearts dies, he deals damage equal to his power to each creature.
Power-up — {4}{R}{R}: Discard your hand, then draw three cards. Put two +1/+1 counters on Jack of Hearts. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Karolina Dean, Runaway{3}{R}Flying
At the beginning of your first main phase, add {W}{U}{B}{R}{G}. This mana can't be spent to cast spells from your hand. 3/3 Lady Spider, Maybelle Reilly{1}{R}Reach
Whenever you discard a card, put a +1/+1 counter on target Spider you control. 1/3 Luke Cage, Hero for Hire{2}{R}{R}Trample
At the beginning of combat on your turn, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 4/4 Mjölnir's Might{3}{R}Mjölnir's Might deals 4 damage to target player.
Exile the top card of your library. Until the end of your next turn, you may play that card. Molly Hayes, Runaway{2}{R}Power-up — {5}{R}: Put two +1/+1 counters on Molly Hayes. Exile the top card of your library. Until the end of your next turn, you may play that card. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Molten Lavamancer{2}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
Whenever a source you control deals noncombat damage to one or more of your opponents during your turn, you create a 1/1 red Elemental creature token. This ability triggers only once each turn. 2/3 Nico Minoru, Runaway{3}{R}Whenever you cast a spell from anywhere other than your hand, Nico Minoru deals 2 damage to each opponent.
{2}{R}, {T}, Discard a card: Exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. 2/4 Origin of Thor{2}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may discard a card. If you do, draw two cards.
II — Whenever you cast a spell this turn, put a +1/+1 counter on target creature you control.
III — Target creature you control deals damage equal to its power to each opponent. Pick Up the Pace{1}{R}Whenever a creature you control that entered this turn attacks, exile the top card of your library.
You may play cards exiled with this enchantment as long as you attacked this turn. Quinjet Technician{1}{R}{T}: Add {R}.
{T}: Add {R}{R}. Spend this mana only to activate power-up abilities. 2/1 Sky Cycle{4}{R}Flying
When this Vehicle enters, it deals X damage to up to one target creature, where X is twice the number of Vehicles you control.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.) 4/3 Spider-Man, New Champion{2}{R}Reach
Whenever you discard one or more cards, Spider-Man deals that much damage to any target. 3/3 Stick, Fearless Mentor{1}{R}First strike
Whenever a source you control deals damage to you, exile the top card of your library. You may play it until the end of your next turn. This ability triggers only once each turn. 2/1 The Vision and Scarlet Witch{2}{R}{R}Flying
Whenever you cast a spell, add {R} and put a +1/+1 counter on The Vision and Scarlet Witch. 3/3 Wanda's Vision{3}{R}{R}Whenever you cast your second spell each turn, exile cards from the top of your library until you exile a nonland card. You may cast that card without paying its mana cost. Whirlwind, Killer Cyclone{2}{R}Haste
Whenever one or more creatures you control that entered this turn attack a player, target creature that player controls can't block this turn. 2/3 The Whizzer, Classic Speedster{3}{R}First strike, haste 3/3 Accelerated Evolution{2}{G}Flash
Enchant creature you control
When this Aura enters, enchanted creature gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Enchanted creature gets +2/+2. Advancing the Spirit{2}{G}When this enchantment enters, draw a card.
You may pay {0} rather than pay the power-up cost of the first power-up ability you activate during each of your turns. Beast Mode{1}{G}Teamwork 1 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 1 or more.)
Target creature gets +2/+2 and gains trample until end of turn. Also put a +1/+1 counter on that creature if this spell was cast using teamwork. Big Bertha{X}{G}Vigilance
Big Bertha enters with X +1/+1 counters on her.
{1}{G}, {T}: Put a +1/+1 counter on Big Bertha. 1/1 Black Tom Cassidy{1}{G}{T}: Add {G}. If you control another Mutant, you gain 1 life. 1/3 Bushmaster, Coiled Henchman{1}{G}Deathtouch
Each other creature you control with a +1/+1 counter on it has deathtouch. 2/1 Colossus, Steel Stalwart{4}{G}During your turn, Colossus has indestructible. (Damage and effects that say "destroy" don't destroy him.)
Other Mutants you control get +1/+1. 4/5 Darwin, Adaptive Mutant{1}{G}Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
Remove two +1/+1 counters from Darwin: He gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) 2/1 Devil Dinosaur{2}{G}{G}Trample
Other Dinosaurs you control get +1/+1 and have hexproof. (They can't be the targets of spells or abilities your opponents control.) 5/5 Doorman{1}{G}{T}: Until end of turn, target creature can't be blocked by creatures with power 2 or less and/or Walls. 2/3 Flatman{3}{G}Origami-Fu — {2}{G}: Switch Flatman's power and toughness until end of turn. 1/10 Giant-Man, Gargantuan Genius{3}{G}{G}Reach
At the beginning of your first main phase, add {G} for each creature you control with power 4 or greater. 6/6 Hit-Monkey{3}{G}This spell can't be countered.
Reach, vigilance, deathtouch, hexproof, haste 3/3 Hulk, Strongest There Is{2}{G}{G}Trample
Hulk enters with a +1/+1 counter on him.
At the beginning of your upkeep, double the number of +1/+1 counters on each Gamma creature you control. 3/3 Hulk's Thunderclap{1}{G}As an additional cost to cast this spell, you may behold a Gamma creature. (You may choose a Gamma creature you control or reveal a Gamma creature card from your hand.)
Target creature you control deals damage equal to its power to another target creature. If this spell's additional cost was paid, destroy target noncreature artifact or noncreature enchantment. Lucky the Pizza Dog{1}{G}Whenever you cast a Cat, Dog, or Hero spell, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of each end step, if you gained life this turn, put a +1/+1 counter on Lucky. 2/2 Mister Immortal{1}{G}{2}{G}: Return this card from your graveyard or from exile to the battlefield tapped. 2/1 Origin of the Hulk{2}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create a 1/1 green and white Citizen creature token.
II — Put two +1/+1 counters on target creature you control.
III — Target creature you control gets +3/+3 and gains trample until end of turn. Return of the Mole Man{1}{G}Landfall — Whenever a land you control enters, you may mill two cards.
{5}{G}, Sacrifice this enchantment: Create X 1/1 green Minion creature tokens named Moloid, where X is the number of permanent cards in your graveyard. The tokens have "Whenever this token attacks, you may mill a card." Activate only as a sorcery. Rhino, Terrible Trampler{4}{G}{G}Trample
When Rhino enters, destroy target artifact or land. Distribute three +1/+1 counters among up to three other target creatures. They gain trample until end of turn. 7/6 Sauron, Dino Devotee{3}{G}{G}Flying
Whenever Sauron enters or attacks, choose one —
• Cure Cancer — You gain 3 life.
• Turn People into Dinosaurs — Put a saurian counter on another target creature. It's a green Dinosaur with base power and toughness 5/5 for as long as it has a saurian counter on it. 4/4 Shang-Chi, Martial Mentor{3}{G}{G}If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Power-up — {5}{G}{G}: Put three +1/+1 counters on Shang-Chi. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Storm, Shaker of Skies{4}{G}{G}Flying
When Storm enters, destroy up to one target artifact, enchantment, or creature with flying. 4/3 Tippy-Toe, Terrific Partner{3}{G}If you would create one or more tokens, instead create those tokens plus an additional Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
At the beginning of your end step, if you gained life this turn, draw a card. 2/4 Voracious Brood{2}{G}This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
Whenever one or more creature cards are put into your graveyard from anywhere, put that many +1/+1 counters on this creature. 1/1 White Tiger, Amulet Keeper{1}{G}{3}{G}, Exile this card from your graveyard: Draw a card. You may put a land card from your hand onto the battlefield. 3/1 Wolverine, Claws Out{3}{G}You may have Wolverine assign his combat damage as though he weren't blocked.
Whenever a Mutant you control attacks, double its power until end of turn. 2/5 X-23, Deadly Weapon{2}{G}Whenever another Mutant you control enters, put a +1/+1 counter on that creature and a +1/+1 counter on X-23. 3/3 Ant-Man, Reformed Rogue{2}{G/U}Whenever you cast a green spell, Ant-Man gets +1/+0 and gains trample until end of turn.
Whenever you cast a blue spell, Ant-Man gets -1/-0 until end of turn and can't be blocked this turn.
Whenever Ant-Man deals combat damage to a player, draw a card. 2/3 Astonishing Spider-Man{2}{U/R}{U/R}Reach
Whenever Astonishing Spider-Man attacks, you may discard your hand. If you do, draw a card for each card you've discarded this turn. 4/4 The Fantastic Four{R}{G}{W}{U}When The Fantastic Four enter and whenever you cast a spell with power, toughness, or mana value 4, choose one that hasn't been chosen this turn.
• Create a 0/4 colorless Wall creature token with defender.
• The Fantastic Four deal 3 damage to each opponent.
• Put two +1/+1 counters on target creature.
• Draw a card. 4/4 Iceman and Firestar{2}{U/R}{U/R}Flying
Whenever you cast a blue spell, tap up to one target creature.
Whenever you cast a red spell, you may discard a card. If you do, draw a card. 3/3 Marvel Boy, Noh-Varr{1}{R/W}Whenever another creature you control enters and whenever you activate a power-up ability, put a +1/+1 counter on Marvel Boy. 1/1 Ms. Marvel, Elastic Ally{2}{G/W}Reach
When Ms. Marvel enters, target creature gets +2/+0 until end of turn.
Whenever a creature you control with power greater than its base power deals combat damage to a player, draw a card. This ability triggers only once each turn. 2/2 She-Hulk, Attorney-at-Law{2}{G/W}Vigilance
Power-up — {6}{G/W}: Put a +1/+1 counter on She-Hulk. Then double the number of +1/+1 counters on each creature you control. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 3/3 Shuri, Vibranium Technologist{2}{W/U}Vigilance
When Shuri enters, choose one —
• Create a 1/1 colorless Robot Hero artifact creature token with flying.
• Draw a card. 2/2 Tiger Shark, Abyssal Hunter{2}{U/B}{U/B}Whenever Tiger Shark enters or attacks, he connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
{4}{U/B}: Tiger Shark can't be blocked this turn. 2/3 Wakandan Tusker{1}{G/W}Whenever this creature becomes tapped, you gain 1 life and scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/3 Daily Bugle Newspaper{2}{2}, {T}: Draw a card, then discard a card. Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Iron Suitcase{1}When this artifact enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
{3}: This artifact becomes a 3/3 Construct artifact creature with flying until end of turn. Machine Man, Model X-51{4}Whenever you cast a noncreature spell, put a +1/+1 counter on Machine Man and he gains flying until end of turn. 2/3 Swordsman's Steel{4}When this Equipment enters, draw a card for each Equipment you control.
Equipped creature gets +2/+2 for each Equipment you control.
Equip {3} The Thanos-Copter{6}Flying, haste
When The Thanos-Copter enters, Vehicles you control become artifact creatures until end of turn.
Whenever a Vehicle you control deals combat damage to a player, draw a card.
Crew 2 5/5 Fogwell's Gym{T}: Add {R}. This land deals 1 damage to you.
{2}{R}, {T}, Discard a card: Draw a card. Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4 Doctor Jane Foster{3}{W}Vigilance (Attacking doesn't cause this creature to tap.)
When Doctor Jane Foster enters, return target creature card with mana value 3 or less from your graveyard to your hand. If you gained life this turn, return that card to the battlefield instead. 2/3 Virtuous Variant{2}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When this creature enters, put a +1/+1 counter on target creature you control. 1/2 Ant-Man's Air Force{1}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Whenever this creature attacks, up to one target creature gets -1/-0 until end of turn. 2/1 Mist-Cloaked Herald{U}This creature can't be blocked. 1/1 TVA Bureaucrat{1}{U}Whenever you cast a noncreature spell, this creature gets +1/+0 until end of turn and can't be blocked this turn. 1/3 Songbird, Sonic Screamer{1}{B}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Discard a card: Songbird gains flying until end of turn. (She can't be blocked except by creatures with flying or reach.) 2/1 Extremis Elite{1}{R}Power-up — {4}{R}: Put two +1/+1 counters on this creature. It deals 1 damage to any target. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/2 Living Lightning, Charged Up{4}{R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
At the beginning of combat on your turn, another target creature you control gets +1/+0 and gains haste until end of turn. 3/3 Sif's Spearmaster{2}{R}{T}: This creature deals damage equal to its power to target opponent. 1/4 Goliath, Mass Manipulator{1}{G}Reach (This creature can block creatures with flying.)
Power-up — {4}{G}: Put two +1/+1 counters on Goliath. Then draw a card for each creature you control with power 4 or greater. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 Wolfsbane, Highland Hero{1}{G}Trample (This creature can deal excess combat damage to the player she's attacking.)
{2}{G}: Wolfsbane gets +2/+2 until end of turn. Activate only once each turn. 2/2 Aunt May{W}Whenever another creature you control enters, you gain 1 life. If it's a Spider, put a +1/+1 counter on it. 0/2 City Pigeon{W}Flying
When this creature leaves the battlefield, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") 1/1 Costume Closet{1}{W}This artifact enters with two +1/+1 counters on it.
{T}: Move a +1/+1 counter from this artifact onto target creature you control. Activate only as a sorcery.
Whenever a modified creature you control leaves the battlefield, put a +1/+1 counter on this artifact. (Equipment, Auras you control, and counters are modifications.) Daily Bugle Reporters{3}{W}When this creature enters, choose one —
• Puff Piece — Put a +1/+1 counter on each of up to two target creatures.
• Investigative Journalism — Return target creature card with mana value 2 or less from your graveyard to your hand. 2/3 Flash Thompson, Spider-Fan{1}{W}Flash
When Flash Thompson enters, choose one or both —
• Heckle — Tap target creature.
• Hero Worship — Untap target creature. 2/2 MJ, Rising Star{2}{W}Vigilance (Attacking doesn't cause this creature to tap.)
Whenever you gain life, put a +1/+1 counter on MJ. 2/3 Selfless Police Captain{1}{W}This creature enters with a +1/+1 counter on it.
When this creature leaves the battlefield, put its +1/+1 counters on target creature you control. 1/1 Spectacular Tactics{1}{W}Choose one —
• Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn.
• Destroy target creature with power 4 or greater. Spider-Man, Web-Slinger{2}{W}Web-slinging {W} (You may cast this spell for {W} if you also return a tapped creature you control to its owner's hand.) 3/3 Spider-UK{3}{W}Web-slinging {2}{W} (You may cast this spell for {2}{W} if you also return a tapped creature you control to its owner's hand.)
At the beginning of your end step, if two or more creatures entered the battlefield under your control this turn, you draw a card and gain 2 life. 3/4 Starling, Aerial Ally{4}{W}Flying
When Starling enters, another target creature you control gains flying until end of turn. 3/4 Sudden Strike{1}{W}Destroy target attacking or blocking creature. Thwip!{W}Target creature gets +2/+2 and gains flying until end of turn. If it's a Spider, you gain 2 life. Wild Pack Squad{2}{W}At the beginning of combat on your turn, up to one target creature gains first strike and vigilance until end of turn. 2/3 The Clone Saga{3}{U}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Surveil 3.
II — When you next cast a creature spell this turn, copy it, except the copy isn't legendary.
III — Choose a card name. Whenever a creature with the chosen name deals combat damage to a player this turn, draw a card. Doc Ock, Sinister Scientist{4}{U}As long as there are eight or more cards in your graveyard, Doc Ock has base power and toughness 8/8.
As long as you control another Villain, Doc Ock has hexproof. (He can't be the target of spells or abilities your opponents control.) 4/5 Doc Ock's Henchmen{2}{U}Flash
Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.) 2/1 Flying Octobot{1}{U}Flying
Whenever another Villain you control enters, put a +1/+1 counter on this creature. This ability triggers only once each turn. 1/1 Robotics Mastery{4}{U}Flash
Enchant creature
When this Aura enters, create two 1/1 colorless Robot artifact creature tokens with flying.
Enchanted creature gets +2/+2. Think Twice{1}{U}Draw a card.
Flashback {2}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.) Time Warp{3}{U}{U}Target player takes an extra turn after this one. Unstable Experiment{1}{U}Target player draws a card, then up to one target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) Whoosh!{1}{U}Kicker {1}{U} (You may pay an additional {1}{U} as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card. Alien Symbiosis{1}{B}Enchant creature
Enchanted creature gets +1/+1, has menace, and is a Symbiote in addition to its other types.
You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Common Crook{1}{B}When this creature dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 2/2 Dark Ritual{B}Add {B}{B}{B}. Deadly Dispute{1}{B}As an additional cost to cast this spell, sacrifice an artifact or creature.
Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Doomfall{2}{B}Choose one —
• Target opponent exiles a creature they control.
• Target opponent reveals their hand. You choose a nonland card from it. Exile that card. Doomsday{B}{B}{B}Search your library and graveyard for five cards and exile the rest. Put the chosen cards on top of your library in any order. You lose half your life, rounded up. Inner Demons Gangsters{3}{B}Discard a card: This creature gets +1/+0 and gains menace until end of turn. Activate only as a sorcery. (It can't be blocked except by two or more creatures.) 3/4 The Spot's Portal{2}{B}Put target creature on the bottom of its owner's library. You lose 2 life unless you control a Villain. Swarm, Being of Bees{2}{B}Flash
Flying
Mayhem {B} (You may cast this card from your graveyard for {B} if you discarded it this turn. Timing rules still apply.) 2/2 Venom, Evil Unleashed{4}{B}Deathtouch
{2}{B}, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery. 4/5 Venomized Cat{2}{B}Deathtouch
When this creature enters, mill two cards. (Put the top two cards of your library into your graveyard.) 2/3 Big Score{3}{R}As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.") Grapeshot{1}{R}Grapeshot deals 1 damage to any target.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.) Heroes' Hangout{R}Choose one —
• Date Night — Exile the top two cards of your library. Choose one of them. Until the end of your next turn, you may play that card.
• Patrol Night — One or two target creatures each get +1/+0 and gain first strike until end of turn. Hobgoblin, Mantled Marauder{1}{R}Flying, haste
Whenever you discard a card, Hobgoblin gets +2/+0 until end of turn. 1/2 Lightning Bolt{R}Lightning Bolt deals 3 damage to any target. Masked Meower{R}Haste
Discard a card, Sacrifice this creature: Draw a card. 1/1 Romantic Rendezvous{1}{R}Discard a card, then draw two cards. Shock{R}Shock deals 2 damage to any target. Stegron the Dinosaur Man{4}{R}Menace (This creature can't be blocked except by two or more creatures.)
Dinosaur Formula — {1}{R}, Discard this card: Until end of turn, target creature you control gets +3/+1 and becomes a Dinosaur in addition to its other types. 5/4 Taxi Driver{1}{R}{1}, {T}: Target creature gains haste until end of turn. 3/1 Unlucky Witness{R}When this creature dies, exile the top two cards of your library. Until your next end step, you may play one of those cards. 1/1 Wisecrack{2}{R}Target creature deals damage equal to its power to itself. If that creature is attacking, Wisecrack deals 2 damage to that creature's controller. Commune with Dinosaurs{G}Look at the top five cards of your library. You may reveal a Dinosaur or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Farseek{1}{G}Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle. Lurking Lizards{1}{G}Trample
Whenever you cast a spell with mana value 4 or greater, put a +1/+1 counter on this creature. 1/3 Scout the City{1}{G}Choose one —
• Look Around — Mill three cards. You may put a permanent card from among them into your hand. You gain 3 life. (To mill three cards, put the top three cards of your library into your graveyard.)
• Bring Down — Destroy target creature with flying. Spider-Rex, Daring Dino{4}{G}{G}Reach, trample
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) 6/6 Terrific Team-Up{3}{G}This spell costs {2} less to cast if you control a permanent with mana value 4 or greater.
One or two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to target creature an opponent controls. Gallant Citizen{G/W}{G/W}When this creature enters, draw a card. 1/1 Mob Lookout{1}{U/B}When this creature enters, target creature you control connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 0/3 Pumpkin Bombardment{B/R}As an additional cost to cast this spell, discard a card or pay {2}.
Pumpkin Bombardment deals 3 damage to target creature. Rhino's Rampage{R/G}Target creature you control gets +1/+0 until end of turn. It fights target creature an opponent controls. When excess damage is dealt to the creature an opponent controls this way, destroy up to one target noncreature artifact with mana value 3 or less. Eerie Gravestone{2}When this artifact enters, draw a card.
{1}{B}, Sacrifice this artifact: Mill four cards. You may put a creature card from among them into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) Rocket-Powered Goblin Glider{3}When this Equipment enters, if it was cast from your graveyard, attach it to target creature you control.
Equipped creature gets +2/+0 and has flying and haste.
Equip {2}
Mayhem {2} Spider-Mobile{3}Trample
Whenever this Vehicle attacks or blocks, it gets +1/+1 until end of turn for each Spider you control.
Crew 2 3/3 Savage LandsThis land enters tapped.
{T}: Add {B}, {R}, or {G}. Terramorphic Expanse{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Black Panther, Claws of Bast{2}{W}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever a creature you control attacks alone, put a +1/+1 counter on it. 3/3 Iron Man, Modern Marvel{2}{U}{U}Flying (This creature can't be blocked except by creatures with flying or reach.)
Other artifact creatures you control get +1/+1.
Whenever Iron Man attacks, if you control another artifact creature, draw a card. 3/3 Black Widow, Daring Operative{4}{B}Menace (This creature can't be blocked except by two or more creatures.)
When Black Widow enters, mill three cards. (Put the top three cards of your library into your graveyard.)
Whenever Black Widow deals combat damage to a player, each opponent loses life equal to the number of creature cards in your graveyard. 3/4 Spider-Man, Web-Spinner{3}{R}Double strike (This creature deals both first-strike and regular combat damage.)
Haste (This creature can attack and {T} as soon as he comes under your control.)
Whenever Spider-Man attacks, target creature can't block this turn. 2/3 Hulk, Brutal Brawler{2}{G}{G}Hulk attacks each combat if able.
Whenever Hulk attacks, put a +1/+1 counter on each other creature you control. 4/4 Ant-Man, Scott Lang{1}{W}{4}: Put a +1/+1 counter on Ant-Man. 2/2 Captain America, Steve Rogers{3}{W}{W}Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever Captain America attacks, put a +1/+1 counter on another target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 4/4 Captain's Defense{W}Target blocking creature gets +2/+2 until end of turn.
Draw a card. The Falcon, Sam Wilson{4}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Falcon enters, put a +1/+1 counter on each other creature you control. 3/3 Hawkeye, Clint Barton{3}{W}Vigilance (Attacking doesn't cause this creature to tap.) 3/5 Hawkeye's Shot{4}{W}This spell costs {2} less to cast if it targets a tapped creature.
Exile target creature. Hero in Training{2}{W}When this creature enters, draw a card. If you control another Hero, you gain 2 life. 2/2 Mandroid Squadron{1}{W}When this creature enters, you gain 2 life. 0/4 Mockingbird, Bobbi Morse{3}{W}Whenever Mockingbird is dealt damage, put a +1/+1 counter on her. (She must survive the damage to get the counter.) 3/3 Soldier On{2}{W}Put two +1/+1 counters on target creature. Untap it. The Wasp, Janet Van Dyne{2}{W}Flying (This creature can't be blocked except by creatures with flying or reach.)
When The Wasp enters, she deals 4 damage to target tapped creature an opponent controls. 1/1 Winter Soldier, Bucky Barnes{W}Winter Soldier enters tapped. 2/2 Black Widow, Natasha Romanoff{1}{R} 2/2 Concentrated Fire{3}{R}Concentrated Fire deals 5 damage to target creature. Crimson Operative{3}{R}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When this creature enters, exile the top card of your library. Until the end of your next turn, you may play that card. 3/2 Happy Hogan, Dauntless Driver{R} 2/1 Hulk, Bruce Banner{3}{R}{R}Trample (This creature can deal excess combat damage to the player he's attacking.) 7/4 Iron Man, Tony Stark{3}{R}{R}Flying (This creature can't be blocked except by creatures with flying or reach.)
Attacking creatures you control get +1/+0.
Whenever you cast a red spell, create a 2/1 colorless Robot Hero artifact creature token with flying. 3/3 Power Boost{2}{R}Creatures you control get +1/+0. Quicksilver, Pietro Maximoff{2}{R}Haste (This creature can attack and {T} as soon as he comes under your control.) 3/2 Repulsor Rays{R}Repulsor Rays deals 3 damage to target creature. Scarlet Witch, Wanda Maximoff{2}{R}Menace (This creature can't be blocked except by two or more creatures.) 2/3 Smashing Spree{1}{R}Target attacking creature gets +3/+3 and gains trample until end of turn. (It can deal excess combat damage to the player it's attacking.) Spider-Man, Hometown Hero{4}{R}Reach (This creature can block creatures with flying.)
When Spider-Man enters, target creature with power 2 or less can't be blocked this turn. 5/4 Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Spider-Gwen, Free Spirit{2}{R}Reach
Whenever Spider-Gwen becomes tapped, you may discard a card. If you do, draw a card. 2/3 Invisible Woman{2}{W}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, create a 0/3 colorless Wall creature token with defender and reach.
Whenever you attack, you may pay {R}{G}{W}{U}. When you do, target creature gets +1/+0 until end of turn for each creature you control and can't be blocked this turn. 3/3 Mister Fantastic{2}{U}Reach, vigilance
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, draw a card.
{R}{G}{W}{U}, {T}: Copy target triggered ability you control twice. You may choose new targets for the copies. 2/4 Human Torch{3}{R}At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn.
Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent. 3/2 The Thing{5}{G}Trample
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, put four +1/+1 counters on The Thing.
Whenever The Thing attacks, you may pay {R}{G}{W}{U}. When you do, double the number of each kind of counter on any number of target permanents you control. 5/5 Captain America, Team Leader{R}{W}{U}Whenever another Hero you control enters, it gains vigilance and haste until end of turn. Put a +1/+1 counter on that Hero and a +1/+1 counter on Captain America. 3/3 Doctor Doom, King of Latveria{1}{U}{B}{R}Whenever you discard one or more land cards, each opponent loses 2 life.
At the beginning of combat on your turn, target Villain you control gains menace until end of turn. It connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 3/3 T'Challa, the Black Panther{1}{G}{W}Whenever T'Challa enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.")
Whenever you cast an artifact spell with mana value 4 or greater, put two +1/+1 counters on T'Challa. 2/2 Rescue, Pepper Potts{1}{U}Flash
Flying
When Rescue enters, return up to one other target artifact or creature you control to its owner's hand. If it was an artifact, put a +1/+1 counter on Rescue. 2/1 Thor, Asgard's Avenger{2}{R}{R}Flying
If another source you control would deal damage to an opponent or a permanent an opponent controls, it deals that much damage plus 1 instead. 4/4
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