Magic the Gathering
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25
Characters Joined
Marvel Super Heroes
Released June 26, 2026
MSH
Cards
All cards in Marvel Super Heroes.
Agent 13, Sharon Carter{2}{W}Whenever a creature you control attacks alone, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
3/2
Agent Maria Hill{W}Whenever Agent Maria Hill becomes tapped to pay a teamwork cost, put a +1/+1 counter on her and draw a card.
2/1
Agent of Atlas{1}{W}Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
2/2
Agent Phil Coulson{1}{W}Vigilance
{T}: Put a +1/+1 counter on each other Hero you control. 2/2 Agents of S.H.I.E.L.D.{2}{W}Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. 2/4 Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Borough Backup{4}{W}Create two 3/2 white Hero creature tokens with vigilance.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Brave Brawler{1}{W}Lifelink
Power-up — {4}{W}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/1 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America, Wings of Freedom{2}{W}Flying, first strike, ward {1}
Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. 3/1 Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Captain Mar-Vell, Space-Born{4}{W}Flying, vigilance
Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. 4/4 Colleen Wing, Street Samurai{1}{W}Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Colleen Wing. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Crowd of True Believers{W}{T}: Target creature you control that's attacking alone gets +1/+0 until end of turn. You gain 1 life. 1/2 Helicarrier Strike{W}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.)
Helicarrier Strike deals 2 damage to target attacking or blocking creature. If this spell was cast using teamwork, it deals 4 damage to that creature instead. Hero in Training{2}{W}When this creature enters, draw a card. If you control another Hero, you gain 2 life. 2/2 Invisible Woman, Sue Storm{4}{W}Lifelink
Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. 2/5 Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Flip Card
Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Flip Card
Kree Commandos{2}{W}Flying, vigilance
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2/1 Luke Cage, Power Man{3}{W}Unbreakable Skin — Whenever Luke Cage attacks alone, he gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) 2/5 The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Mockingbird, Ace Agent{3}{W}Double strike
Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird. 2/2 Monica Rambeau // Photon, Living Light{2}{W}Flying, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
Flip Card
Monica Rambeau // Photon, Living Light{2}{R}{W}{W}Flying, hexproof, prowess
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
Flip Card
Murdock's Crusade{1}{W}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Street Justice — Exile target creature with toughness 4 or greater.
• Legal Justice — Exile target enchantment with mana value 4 or greater. Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Night Nurse, Healer of Heroes{1}{W}Flash
Lifelink
When Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand. 2/1 Okoye, Dora Milaje Leader{3}{W}When Okoye enters, create two 1/1 white Soldier creature tokens.
Attacking creature tokens you control have first strike. 3/2 Origin of the Avengers{1}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control. Panther Pounce{W}Target player investigates. Target creature gets +1/+0 and gains flying until end of turn. Untap it. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Political Triumph{W}Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control. Quake, Agent of S.H.I.E.L.D.{2}{W}Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land. 3/3 Raft Security Officer{1}{W}{2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less. 1/3 Red Guardian, Super-Soldier{2}{W}Flash
When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn. 2/2 The Sentry, Golden Guardian{3}{W}Flying, vigilance, indestructible
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 S.H.I.E.L.D. Spy Kit{W}Equipped creature gets +1/+1.
Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Super Villain Lockup{1}{W}Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield. Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Wakandan Drone Flock{3}{W}Flying
When this creature 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.) 3/3 Web Up{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. White Widow, Free Agent{3}{W}When White Widow enters, choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Return target artifact or enchantment card from your graveyard to your hand. 2/3 Aerial Doombot{U}Flying
Power-up — {5}{U}: Put three +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 A.I.M. Scientists{3}{U}When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this 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.) 3/3 Atlantean Cavalry{2}{U}Vigilance
Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/2 Atlantis Attacks{5}{U}{U}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Target player creates a 6/5 blue Leviathan creature token with hexproof.
• Return one or two target nonland permanents to their owners' hands. Attuma, Atlantean Warlord{2}{U}{U}Other Merfolk you control get +1/+1.
Whenever one or more Merfolk you control attack a player, draw a card. 3/4 Bold Biochemist{1}{U}Power-up — {5}{U}: Put a +1/+1 counter on this creature and draw two cards. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/3 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Flip Card
Bruce Banner // The Incredible Hulk{2}{R}{R}{G}{G}Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flip Card
Depower{2}{U}This spell costs {2} less to cast if it targets an attacking creature.
Target creature gets -4/-0 until end of turn.
Draw a card. Echo, Perceptive Prodigy{2}{U}Vigilance
{1}, {T}: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.) 1/4 Falcon, Winged Wonder{4}{U}Flying
Avian Telepathy — When Falcon enters, create Redwing, a legendary 1/1 blue Bird Scout creature token with flying and "Whenever Redwing attacks, surveil 1." (Look at the top card of your library. You may put it into your graveyard.) 3/4 Falcon's Wing Harness{1}{U}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has flying and ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {2}{U} ({2}{U}: Attach to target creature you control. Equip only as a sorcery.) Frozen in Ice{2}{U}Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature loses all abilities and can't become untapped. Futurist Forge{1}{U}When this artifact enters, draw a card.
{3}{U}, Sacrifice this artifact: Draw two cards. Giant-Sized Flying Ant{3}{U}Flash
Flying
When this creature enters, choose one —
• Tap target nonland permanent.
• Untap target nonland permanent. 3/2 Hydraulic Helper{1}{U}Defender
{T}: Add {U}. This mana can't be spent to cast a nonartifact spell. 2/3 I Am Iron Man{2}{U}Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/4 and gains flying.
Draw a card. Iron Lad, Diverging Destiny{2}{U}Flying, vigilance
You may look at the top card of your library any time.
{T}: Reveal the top card of your library. If it's an artifact card, draw a card. 2/2 Ironheart, Clever Champion{4}{U}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Flying
Noncreature spells you cast have improvise. 3/4 Justice, Vance Astrovik{2}{U}Flying
When Justice enters, return up to one target nonland, nontoken permanent to its owner's hand.
Whenever another nonland permanent you control is returned to its owner's hand, put a +1/+1 counter on Justice. 2/2 Kang the Conqueror{2}{U}{U}Flying
Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/5 Kid Loki{U}Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof.
Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki. 1/1 Leader, Super-Genius{2}{U}{U}If a creature you control would connive, instead you draw a card, then that creature connives.
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.) 1/3 Loki, God of Mischief{1}{U}Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. 2/1 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Ms. Marvel, Kamala Khan{2}{U}Reach, vigilance
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." 1/4 Multiversal Incursion{5}{U}{U}For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. Namor the Sub-Mariner{1}{U}{U}Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Pym Particles{U}Target creature gains vigilance until end of turn and can't be blocked this turn.
Draw a card. Rewrite History{2}{U}Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand. Secret Invasion{1}{U}{U}Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward {2}. S.H.I.E.L.D. Deployment Drone{2}{U}Flying
When this creature enters, create a 1/1 white Soldier creature token. 2/2 S.H.I.E.L.D. Flying Car{2}{U}Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1 3/3 Shuri, Wakandan Inventor{1}{U}Artifact spells you cast cost {1} less to cast.
{1}, {T}: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery. 2/1 Stature, Size Shifter{U}Stature can't be blocked if her power is 1 or less.
Power-up — {X}{U}{U}: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 1/1 Super Intelligence{U}Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player draws a card. Super Suit{1}{U}Flash
When this Equipment enters, attach it to target creature you control. Untap that creature.
Equipped creature gets +1/+2.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Thirst for Knowledge{2}{U}Draw three cards. Then discard two cards unless you discard an artifact card. Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
Flip Card
Tony Stark // The Invincible Iron Man{4}{U}{R}Flying, haste
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Flip Card
Trickster's Stratagem{3}{U}The owner of target creature an opponent controls puts it into their library second from the top or on the bottom. 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.)
We Say Thee Nay!{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.)
Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork. Wiccan, Rising Magician{4}{U}Flying
Whenever you cast a noncreature spell, exile another target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. 4/4 The Wondrous Wasp{1}{U}Flash
Flying
Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield. 2/1 Agents of HYDRA{1}{B}When this creature dies, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/1 Arnim Zola, Bio-Fanatic{2}{B}{3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.) 2/3 Baron Helmut Zemo{B}{B}{B}Whenever you cast a black spell from your hand, Baron Helmut Zemo connives.
Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) 3/3 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Black Widow, Super Spy{1}{B}Menace
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Construct a Cosmic Cube{2}{B}Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) Crossbones, Malicious Mercenary{3}{B}Deathtouch
Whenever another Villain you control enters, put a +1/+1 counter on Crossbones. He deals 2 damage to each opponent. This ability triggers only once each turn. 3/3 Cruel Alliance{2}{B}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 target creature with mana value 3 or less. If this spell was cast using teamwork, instead exile target creature and you gain 3 life. Dark Deed{1}{B}Target creature gets -4/-4 until end of turn. Decoy Ploy{1}{B}Choose one or both —
• Return target Villain card from your graveyard to your hand.
• Return target Hero card from your graveyard to your hand. Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Doom Reigns Supreme{1}{B}Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Grim Reaper, Lethal Legionnaire{3}{B}Whenever Grim Reaper attacks, you may pay {3}{B}. When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) 3/4 Hour of Defeat{3}{B}Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) HYDRA Infiltration{3}{B}When this enchantment enters, target opponent discards two cards.
Whenever a creature you control attacks alone, target opponent loses 1 life and you gain 1 life. HYDRA Troopers{2}{B}When this creature enters, create a tapped 2/1 black Villain creature token with menace if there are two or more creature cards in your graveyard. Otherwise, mill two cards. (Put the top two cards of your library into your graveyard.) 3/2 Kingpin's Enforcers{2}{B}Lifelink
{2}{B}, Sacrifice an artifact or creature: Draw a card. 2/3 Klaw, Sonic Subjugator{2}{B}Sonic Attack — When Klaw enters, target player reveals a number of cards from their hand equal to one plus the number of creature cards in your graveyard. You choose one of them. That player discards that card. 2/2 Madame Masque{4}{B}When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 3/2 The Masters of Evil{5}{B}Other Villains you control get +2/+1.
{1}{B}, Discard this card: Search your library for a Plan card, reveal it, put it into your hand, then shuffle. 5/6 M.O.D.O.K.{3}{B}{B}Flying, lifelink
Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Designed Only for Killing — Creatures your opponents control get -1/-1. 2/2 Moonstone, Harsh Mistress{3}{B}Flying
Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card. 2/4 Ninja of the Hand{2}{B}Deathtouch
Power-up — {4}{B}: Each opponent discards a card. Put a +1/+1 counter on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/2 Project Deathlok Soldier{B}{2}{B}: Return this card from your graveyard to your hand. 1/2 Red Room Recruit{1}{B}When this creature enters, 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 Robot Domination{3}{B}Whenever one or more creature cards are put into your graveyard from anywhere, you draw a card, lose 1 life, and put a plan counter on this enchantment.
When the third plan counter is put on this enchantment, sacrifice it and create three 2/2 colorless Robot Villain artifact creature tokens. Ronin, Shadow Stalker{2}{B}Pay 2 life: Add two mana of any one color. Spend this mana only to cast Equipment spells or activate equip abilities. Activate only once each turn.
{T}, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery. 3/3 Roxxon Brutes{4}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever you draw your second card each turn, put a +1/+1 counter on 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.) 4/4 Stolen Stark Tech{1}{B}Flash
When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Equipped creature gets +1/+0.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Super-Skrull{1}{B}{B}{B}Flying
{2}{W}: Create a 0/4 colorless Wall creature token with defender.
{3}{G}: Super-Skrull gets +4/+4 until end of turn.
{4}{R}: Super-Skrull deals 4 damage to target creature.
{5}{U}: Target player draws four cards. 4/5 Swordsman, Sharp Scoundrel{1}{B}Whenever another Villain you control enters, attach up to one target Equipment you control to target creature you control.
Whenever an equipped creature you control attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Thunderbolts Conspiracy{3}{B}Flash
Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) Too Evil to Stay Dead{2}{B}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield. Unliving Legionnaire{3}{B}Flying
Power-up — {5}{B}{B}: Return up to one target creature card from your graveyard to your hand. Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/2 Visions of Villainy{2}{B}This spell costs {1} less to cast if you control a Villain.
You draw two cards and lose 2 life. Whiplash, Vengeful Engineer{B}Whiplash enters tapped.
Whenever Whiplash attacks, if he's equipped, each opponent loses X life and you gain X life, where X is the number of Equipment attached to him. 2/2 Widow's Bite{1}{B}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.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Target creature gains deathtouch until end of turn.
• Target creature gets -2/-2 until end of turn. Yellowjacket, Heartless Marauder{1}{B}Flying
Whenever another Villain you control enters, Yellowjacket gets +1/+0 and gains lifelink until end of turn. 1/2 Avengers Disassembled{1}{R}{R}Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. 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 Death to Our Enemies{2}{R}Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets. Evil's Thrall{2}{R}Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn. Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 Hawkeye, Young Avenger{3}{R}Reach
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power. 2/4 Hawkeye's Bow{R}Equipped creature gets +1/+0 and has reach.
Whenever equipped creature becomes tapped, it deals 1 damage to each opponent.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Hex Magic{2}{R}Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. Hire a Crew{2}{R}Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.) HULK SMASH!{1}{R}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 HYDRA Assault Robot{1}{R}Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent. 1/3 Iron Fist, Living Weapon{2}{R}Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn. 2/3 Jessica Jones, Private Eye{2}{R}{T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/3 K'un-Lun Warrior{1}{R}When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card. 2/2 Kree Sentinel{4}{R}Reach
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 5/5 Lightning Strike{1}{R}Lightning Strike deals 3 damage to any target. Loki Laufeyson{1}{R}{1}, {T}: When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy.
Power-up — {4}{R}: Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Machinesmith Automaton{2}{R}Trample
Whenever another artifact you control enters, put a +1/+1 counter on this creature. 2/2 Misty Knight, Hero for Hire{1}{R}{2}, {T}, Discard a card: Draw a card for each card you've discarded this turn. 3/1 Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. Photon Blast Barrage{X}{R}{R}When you cast this spell, copy it X times. You may choose new targets for the copies.
Photon Blast Barrage deals 1 damage to target creature. Quicksilver, Brash Blur{R}If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Red Hulk{4}{R}{R}Reach, trample
Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. 6/7 Repulsor Blast{3}{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.)
Repulsor Blast deals 5 damage to target creature. If this spell was cast using teamwork, it also deals 2 damage to that creature's controller. The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Speed, Young Avenger{1}{R}Haste
Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. 2/2 Stark Industries Executive{R}{2}, {T}: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 1/2 Super Speed{R}Flash
Enchant creature
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +1/+0 and has haste. Team Tactics{1}{R}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 gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn. Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Truck Toss{2}{R}{R}This spell costs {2} less to cast if you control a Vehicle.
Truck Toss deals 4 damage to any target. Vision of Love{1}{R}You may sacrifice an artifact or discard a card. If you do, draw two cards. Volcanic Villain{2}{R}Haste
Power-up — {5}{R}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/2 Wonder Man, Hollywood Hero{3}{R}{R}Flying
Each power-up ability of permanents you control can be activated an additional time.
Power-up — {5}{R}{R}: Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.) 4/4 Ant-Man's Army{2}{G}When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 3/2 Call Damage Control{1}{G}Choose up to two. Return those cards from your graveyard to your hand.
• Target artifact card.
• Target creature card.
• Target enchantment card.
• Target land card. Claim the Kingdom{1}{G}Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control. Doc Samson, Super Psychiatrist{4}{G}If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead.
{T}: Add X mana of any one color, where X is Doc Samson's power. 3/6 Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Epic Fight{2}{G}Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls. Giant Growth{G}Target creature gets +3/+3 until end of turn. Go Nuts!{G}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.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature an opponent controls. Guerrilla Gorilla{1}{G}Reach
Sacrifice this creature: Destroy target noncreature artifact or noncreature enchantment. Activate only as a sorcery. 2/2 Hellcat, Undying Vigilante{G}{G}Haste
When Hellcat dies, return her to the battlefield under her owner's control with a +1/+1 counter on her. She loses all abilities and gains haste. 2/2 Hercules, Prince of Power{2}{G}Power-up — {4}{G}: Put a +1/+1 counter on Hercules. He gains vigilance, indestructible, and haste 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 Heroic Feast{2}{G}When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them. Hulkling, Burgeoning Bruiser{2}{G}Vigilance
Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling. 2/3 Ka-Zar of the Savage Land{4}{G}You may look at the top card of your library any time.
You may play lands from the top of your library.
When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu." 3/2 Knight of Wundagore{1}{G}Trample
Whenever you put a +1/+1 counter on another creature, put a +1/+1 counter on this creature. This ability triggers only once each turn. 2/1 Mister Hyde, Monster Within{2}{G}At the beginning of your upkeep, choose one —
• Put a +1/+1 counter on Mister Hyde.
• Remove a counter from a creature you control. If you do, draw a card. 2/2 Mole Man, Moloid Master{2}{G}You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." 1/1 Pet Avengers{3}{G}Reach
Power-up — {6}{G}: Put a +1/+1 counter on this creature and create a 3/2 white Hero creature token with vigilance. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 4/4 Powerful Broker{2}{G}{T}: For each kind of counter on target permanent or player, give that permanent or player another counter of that kind. Activate only as a sorcery. 3/3 Punishing Punch{2}{G}This spell costs {2} less to cast if there are two or more creature cards in your graveyard.
Target creature you control deals damage equal to twice its power to target creature an opponent controls. Rapid Rescue{G}Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.) Reptil, Dinomorpher{G}Brontosaurus — {3}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 3/5 and gains reach and vigilance.
Tyrannosaurus Rex — {6}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 6/6 and gains trample. 1/2 Restorative Technique{2}{G}Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature. Rick Jones, Destined Sidekick{G}{3}, {T}: Mill four cards. You may put a Hero or enchantment card from among those cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) 0/3 Savage Land Dinosaur{4}{G}{G}Trample
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 7/6 Serpent Specialist{G}Deathtouch
Power-up — {3}{G}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 She-Hulk, Jade Defender{3}{G}Reach, trample
Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 4/4 Super Strength{4}{G}Enchant creature
Enchanted creature gets +4/+4 and has trample and ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) The Thing, Ben Grimm{5}{G}Trample
Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. 7/7 Tigra, Feline Fury{1}{G}Flash
Trample
Whenever you gain life, put a +1/+1 counter on Tigra. 2/1 Training Regimen{3}{G}Creatures you control with +1/+1 counters on them have trample.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. The Unbeatable Squirrel Girl{1}{G}{G}{G}Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token.
I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. 4/4 Undercover Skrull{1}{G}As long as there are two or more creature cards in your graveyard, this creature gets +2/+2 and is all creature types.
{T}: Add one mana of any color. 1/1 Wakandan Royal Guard{4}{G}Vigilance
When this creature enters, put a +1/+1 counter on target creature. If that creature is another Hero, put two +1/+1 counters on it instead. 4/4 White Tiger, Ava Ayala{1}{G}Power-up — {5}{G}: Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 World War Hulk{3}{G}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. Abomination, Terrifying Titan{3}{R/G}Trample
Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Absorbing Man{1}{G}{U}Vigilance
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. 4/4 Alien Invasion{1}{R}{R}{G}At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. Ant-Man, Colony Commander{1}{G}{U}Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature.
Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn. 2/2 Ares, God of War{1}{B}{R}Ares attacks each combat if able.
Whenever an attacking creature you control dies, return that card to its owner's hand. 4/3 Armor Wars{2}{U}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost {1} less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. The Astonishing Ant-Man{G}{U}Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. 1/1 Avengers: Under Siege{2}{B}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control. Beast, Erudite Aerialist{3}{G/U}As long as you've put one or more +1/+1 counters on Beast this turn, he has flying.
Whenever Beast deals combat damage to a player, draw a card. 3/3 Black Panther, Vanguard{2}{G}{W}Whenever another nontoken Hero you control enters, choose one —
• Create a 1/1 white Soldier creature token.
• Creatures you control get +1/+1 until end of turn. 4/4 Black Widow, Double Agent{1}{W}{B}Deathtouch
Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.) 3/2 Bullseye, Death Dealer{2}{B/R}When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
{3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. 2/3 Captain America, Living Legend{1}{W}{U}Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. 3/4 Cloak and Dagger, Entwined{1}{W}{B}Deathtouch, lifelink
When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. 2/2 The Coming of Galactus{2}{B}{B}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Destroy up to one target nonland permanent.
II, III — Each opponent loses 2 life.
IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Ghost, Spectral Saboteur{2}{U/B}Flash
Intangibility — Ghost can't be blocked. 2/2 Hulk, Gamma Goliath{3}{R}{G}Reach, trample
Power-up abilities of other creatures you control cost {3} less to activate.
Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 6/5 Iron Man, Master of Machines{2}{U}{R}Flying, vigilance
Iron Man gets +1/+0 for each other artifact you control.
Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card. 1/4 Kang, Temporal Tyrant{2}{U}{B}Whenever Kang 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 you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 3/4 Killmonger, Scourge of Wakanda{2}{B}{G}When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls.
As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1. 3/3 King T'Challa // Black Panther, Hope Enduring{1}{W}{U}Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Flip Card
King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Flip Card
The Kingpin of Crime{1}{W}{B}Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 The Mighty Thor, Jane Foster{1}{W}{U}Flying
Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control.
Whenever an Equipment you control enters, draw a card. 3/3 Moon Girl and Devil Dinosaur{1}{G}{U}Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample.
Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. 2/2 The Ruinous Wrecking Crew{X}{B}{R}The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice. 2/2 Scientist Supreme of A.I.M.{U}{B}Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) 2/2 The Serpent Society{1}{B}{G}Deathtouch
Ward—Get five poison counters. (A player with ten or more poison counters loses the game.)
Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. 3/4 Speedball, New Warrior{2}{U/R}Whenever a player casts a spell that targets Speedball, he gets +2/+2 until end of turn. You may choose new targets for that spell. 2/2 Spider-Man, To the Rescue{2}{G/W}Flash
Reach, vigilance
No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 3/2 Spider-Woman, Secret Agent{3}{W/U}Flash
When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman. 1/4 Storm, Windrider{1}{G}{W}{W}Flying
Creatures with flying can't attack you or block creatures you control.
Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. 4/4 The Super Hero Civil War{3}{R}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield.
II — Creatures you control get +1/+1 and gain vigilance until end of turn.
III — Target creature you control fights up to one other target creature. Taskmaster, Mercenary Mimic{2}{U}{B}Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. 3/5 Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Thor Odinson{3}{R}{W}Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.) 4/4 Titania, Rugged Rumbler{2}{B/G}As an additional cost to cast this spell, discard a card or pay {2}.
Ward—Discard a card or pay {2}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card or pays {2}.) 5/5 U.S.Agent, John Walker{3}{W/B}When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent. 3/2 Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. War Machine, Legacy of Iron{2}{R/W}Flying
At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power. 1/3 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. A.I.M. Synthoids{2}When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) 1/3 Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Dependable Quinjet{3}Flying
{T}: Add one mana of any color.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) 3/3 H.E.R.B.I.E. Scout Unit{4}Flying
When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped. 2/1 Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} S.H.I.E.L.D. Helicarrier{4}Flying
When this Vehicle enters, create two 1/1 white Soldier creature tokens.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5 Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Ultron Drone{3}Power-up — {6}: Put two +1/+1 counters on this creature and create a 2/2 colorless Robot Villain artifact creature token. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/3 Vibranium Energy Daggers{1}Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +2/+2.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Viv Vision, Teen Synthezoid{3}Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 A.I.M. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}. Asgardian CitadelThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}. Avengers HangarThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}. Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Birnin Zana PlazaThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}. Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Fisk TowerThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Hell's KitchenThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Los Diablos Missile BaseThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}. Pym TechnologiesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}. Stark IndustriesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}. Subterranean CavernThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}. Surveillance RoomWhen this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Add {C}.
{1}, {T}: Add one mana of any color. Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain 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.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Origin of the Avengers{1}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control. Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Multiversal Incursion{5}{U}{U}For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. Secret Invasion{1}{U}{U}Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward {2}. Avengers Disassembled{1}{R}{R}Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. World War Hulk{3}{G}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. Armor Wars{2}{U}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost {1} less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. Avengers: Under Siege{2}{B}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control. The Coming of Galactus{2}{B}{B}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Destroy up to one target nonland permanent.
II, III — Each opponent loses 2 life.
IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." The Super Hero Civil War{3}{R}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield.
II — Creatures you control get +1/+1 and gain vigilance until end of turn.
III — Target creature you control fights up to one other target creature. Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 Arnim Zola, Bio-Fanatic{2}{B}{3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.) 2/3 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 The Thing, Ben Grimm{5}{G}Trample
Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. 7/7 Invisible Woman, Sue Storm{4}{W}Lifelink
Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. 2/5 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Bullseye, Death Dealer{2}{B/R}When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
{3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. 2/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 The Kingpin of Crime{1}{W}{B}Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Flip Card
Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Flip Card
Red Hulk{4}{R}{R}Reach, trample
Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. 6/7 Leader, Super-Genius{2}{U}{U}If a creature you control would connive, instead you draw a card, then that creature connives.
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.) 1/3 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Flip Card
Bruce Banner // The Incredible Hulk{2}{R}{R}{G}{G}Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flip Card
HULK SMASH!{1}{R}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Abomination, Terrifying Titan{3}{R/G}Trample
Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Spider-Man, To the Rescue{2}{G/W}Flash
Reach, vigilance
No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 3/2 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Loki, God of Mischief{1}{U}Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. 2/1 Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Monica Rambeau // Photon, Living Light{2}{R}{W}{W}Flying, hexproof, prowess
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
Flip Card
Monica Rambeau // Photon, Living Light{2}{W}Flying, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
Flip Card
King T'Challa // Black Panther, Hope Enduring{1}{W}{U}Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Flip Card
King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Flip Card
Black Widow, Super Spy{1}{B}Menace
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
Flip Card
Tony Stark // The Invincible Iron Man{4}{U}{R}Flying, haste
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Flip Card
Epic Fight{2}{G}Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls. Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America, Wings of Freedom{2}{W}Flying, first strike, ward {1}
Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. 3/1 Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Flip Card
Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Flip Card
Monica Rambeau // Photon, Living Light{2}{R}{W}{W}Flying, hexproof, prowess
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
Flip Card
Monica Rambeau // Photon, Living Light{2}{W}Flying, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
Flip Card
Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
2/1
The Sentry, Golden Guardian{3}{W}Flying, vigilance, indestructible
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Flip Card
Bruce Banner // The Incredible Hulk{2}{R}{R}{G}{G}Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flip Card
Ironheart, Clever Champion{4}{U}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Flying
Noncreature spells you cast have improvise. 3/4 Ms. Marvel, Kamala Khan{2}{U}Reach, vigilance
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." 1/4 Namor the Sub-Mariner{1}{U}{U}Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
Flip Card
Tony Stark // The Invincible Iron Man{4}{U}{R}Flying, haste
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Flip Card
Black Widow, Super Spy{1}{B}Menace
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 The Unbeatable Squirrel Girl{1}{G}{G}{G}Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token.
I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. 4/4 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Flip Card
King T'Challa // Black Panther, Hope Enduring{1}{W}{U}Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Flip Card
The Kingpin of Crime{1}{W}{B}Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Storm, Windrider{1}{G}{W}{W}Flying
Creatures with flying can't attack you or block creatures you control.
Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. 4/4 Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Flip Card
Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Flip Card
Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
2/1
Bruce Banner // The Incredible Hulk{2}{R}{R}{G}{G}Reach, trample
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flip Card
Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Flip Card
Namor the Sub-Mariner{1}{U}{U}Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Tony Stark // The Invincible Iron Man{4}{U}{R}Flying, haste
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Flip Card
Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
Flip Card
Black Widow, Super Spy{1}{B}Menace
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 The Astonishing Ant-Man{G}{U}Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. 1/1 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Flip Card
King T'Challa // Black Panther, Hope Enduring{1}{W}{U}Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Flip Card
Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Agent Phil Coulson{1}{W}Vigilance
{T}: Put a +1/+1 counter on each other Hero you control. 2/2 Kang the Conqueror{2}{U}{U}Flying
Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/5 S.H.I.E.L.D. Flying Car{2}{U}Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1 3/3 Baron Helmut Zemo{B}{B}{B}Whenever you cast a black spell from your hand, Baron Helmut Zemo connives.
Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) 3/3 Construct a Cosmic Cube{2}{B}Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) Doom Reigns Supreme{1}{B}Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. M.O.D.O.K.{3}{B}{B}Flying, lifelink
Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Designed Only for Killing — Creatures your opponents control get -1/-1. 2/2 Super-Skrull{1}{B}{B}{B}Flying
{2}{W}: Create a 0/4 colorless Wall creature token with defender.
{3}{G}: Super-Skrull gets +4/+4 until end of turn.
{4}{R}: Super-Skrull deals 4 damage to target creature.
{5}{U}: Target player draws four cards. 4/5 Thunderbolts Conspiracy{3}{B}Flash
Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Quicksilver, Brash Blur{R}If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Heroic Feast{2}{G}When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them. Mole Man, Moloid Master{2}{G}You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." 1/1 Absorbing Man{1}{G}{U}Vigilance
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. 4/4 Alien Invasion{1}{R}{R}{G}At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. Ares, God of War{1}{B}{R}Ares attacks each combat if able.
Whenever an attacking creature you control dies, return that card to its owner's hand. 4/3 Cloak and Dagger, Entwined{1}{W}{B}Deathtouch, lifelink
When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. 2/2 The Mighty Thor, Jane Foster{1}{W}{U}Flying
Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control.
Whenever an Equipment you control enters, draw a card. 3/3 Moon Girl and Devil Dinosaur{1}{G}{U}Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample.
Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. 2/2 The Ruinous Wrecking Crew{X}{B}{R}The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice. 2/2 Scientist Supreme of A.I.M.{U}{B}Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) 2/2 The Serpent Society{1}{B}{G}Deathtouch
Ward—Get five poison counters. (A player with ten or more poison counters loses the game.)
Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. 3/4 Taskmaster, Mercenary Mimic{2}{U}{B}Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. 3/5 Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Captain Mar-Vell, Space-Born{4}{W}Flying, vigilance
Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. 4/4 Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Moonstone, Harsh Mistress{3}{B}Flying
Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card. 2/4 Speed, Young Avenger{1}{R}Haste
Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. 2/2 Captain America, Living Legend{1}{W}{U}Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. 3/4 Kang, Temporal Tyrant{2}{U}{B}Whenever Kang 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 you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 3/4 Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain 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.)
{T}: Put a +1/+1 counter on each other Hero you control. 2/2 Agents of S.H.I.E.L.D.{2}{W}Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn. 2/4 Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Borough Backup{4}{W}Create two 3/2 white Hero creature tokens with vigilance.
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) Brave Brawler{1}{W}Lifelink
Power-up — {4}{W}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/1 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America, Wings of Freedom{2}{W}Flying, first strike, ward {1}
Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. 3/1 Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Captain Mar-Vell, Space-Born{4}{W}Flying, vigilance
Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. 4/4 Colleen Wing, Street Samurai{1}{W}Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Colleen Wing. Scry 1. (Look at the top card of your library. You may put that card on the bottom.) 2/2 Crowd of True Believers{W}{T}: Target creature you control that's attacking alone gets +1/+0 until end of turn. You gain 1 life. 1/2 Helicarrier Strike{W}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.)
Helicarrier Strike deals 2 damage to target attacking or blocking creature. If this spell was cast using teamwork, it deals 4 damage to that creature instead. Hero in Training{2}{W}When this creature enters, draw a card. If you control another Hero, you gain 2 life. 2/2 Invisible Woman, Sue Storm{4}{W}Lifelink
Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. 2/5 Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) 2/1 Luke Cage, Power Man{3}{W}Unbreakable Skin — Whenever Luke Cage attacks alone, he gets +2/+0 and gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy him.) 2/5 The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Mockingbird, Ace Agent{3}{W}Double strike
Whenever you cast a spell that targets a creature you control, put a +1/+1 counter on Mockingbird. 2/2 Monica Rambeau // Photon, Living Light{2}{W}Flying, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
Choose one. If this spell was cast using teamwork, choose both instead.
• Street Justice — Exile target creature with toughness 4 or greater.
• Legal Justice — Exile target enchantment with mana value 4 or greater. Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Night Nurse, Healer of Heroes{1}{W}Flash
Lifelink
When Night Nurse enters, choose target permanent card in your graveyard that was put there from anywhere this turn. Return it to your hand. 2/1 Okoye, Dora Milaje Leader{3}{W}When Okoye enters, create two 1/1 white Soldier creature tokens.
Attacking creature tokens you control have first strike. 3/2 Origin of the Avengers{1}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control. Panther Pounce{W}Target player investigates. Target creature gets +1/+0 and gains flying until end of turn. Untap it. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Political Triumph{W}Whenever a creature you control enters, scry 1 and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it, draw a card, and put a +1/+1 counter on each creature you control. Quake, Agent of S.H.I.E.L.D.{2}{W}Seismic Takedown — Whenever you cast a noncreature spell, tap target creature or land. 3/3 Raft Security Officer{1}{W}{2}, {T}: Tap target creature. This ability costs {1} less to activate if it targets a creature with power 3 or less. 1/3 Red Guardian, Super-Soldier{2}{W}Flash
When Red Guardian enters, destroy target creature an opponent controls that dealt damage this turn. 2/2 The Sentry, Golden Guardian{3}{W}Flying, vigilance, indestructible
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 S.H.I.E.L.D. Spy Kit{W}Equipped creature gets +1/+1.
Whenever equipped creature attacks alone, untap it and scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Super Villain Lockup{1}{W}Flash
When this enchantment enters, exile target tapped creature an opponent controls until this enchantment leaves the battlefield. Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Wakandan Drone Flock{3}{W}Flying
When this creature 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.) 3/3 Web Up{2}{W}When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. White Widow, Free Agent{3}{W}When White Widow enters, choose one —
• Put a +1/+1 counter on each of up to two target creatures.
• Return target artifact or enchantment card from your graveyard to your hand. 2/3 Aerial Doombot{U}Flying
Power-up — {5}{U}: Put three +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 A.I.M. Scientists{3}{U}When this creature enters, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this 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.) 3/3 Atlantean Cavalry{2}{U}Vigilance
Whenever you draw your second card each turn, put a +1/+1 counter on this creature. 3/2 Atlantis Attacks{5}{U}{U}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Target player creates a 6/5 blue Leviathan creature token with hexproof.
• Return one or two target nonland permanents to their owners' hands. Attuma, Atlantean Warlord{2}{U}{U}Other Merfolk you control get +1/+1.
Whenever one or more Merfolk you control attack a player, draw a card. 3/4 Bold Biochemist{1}{U}Power-up — {5}{U}: Put a +1/+1 counter on this creature and draw two cards. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/3 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Target creature gets -4/-0 until end of turn.
Draw a card. Echo, Perceptive Prodigy{2}{U}Vigilance
{1}, {T}: Copy target activated or triggered ability you control from a creature source. You may choose new targets for the copy. (Mana abilities can't be targeted.) 1/4 Falcon, Winged Wonder{4}{U}Flying
Avian Telepathy — When Falcon enters, create Redwing, a legendary 1/1 blue Bird Scout creature token with flying and "Whenever Redwing attacks, surveil 1." (Look at the top card of your library. You may put it into your graveyard.) 3/4 Falcon's Wing Harness{1}{U}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +1/+1 and has flying and ward {1}. (Whenever equipped creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.)
Equip {2}{U} ({2}{U}: Attach to target creature you control. Equip only as a sorcery.) Frozen in Ice{2}{U}Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature loses all abilities and can't become untapped. Futurist Forge{1}{U}When this artifact enters, draw a card.
{3}{U}, Sacrifice this artifact: Draw two cards. Giant-Sized Flying Ant{3}{U}Flash
Flying
When this creature enters, choose one —
• Tap target nonland permanent.
• Untap target nonland permanent. 3/2 Hydraulic Helper{1}{U}Defender
{T}: Add {U}. This mana can't be spent to cast a nonartifact spell. 2/3 I Am Iron Man{2}{U}Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/4 and gains flying.
Draw a card. Iron Lad, Diverging Destiny{2}{U}Flying, vigilance
You may look at the top card of your library any time.
{T}: Reveal the top card of your library. If it's an artifact card, draw a card. 2/2 Ironheart, Clever Champion{4}{U}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
Flying
Noncreature spells you cast have improvise. 3/4 Justice, Vance Astrovik{2}{U}Flying
When Justice enters, return up to one target nonland, nontoken permanent to its owner's hand.
Whenever another nonland permanent you control is returned to its owner's hand, put a +1/+1 counter on Justice. 2/2 Kang the Conqueror{2}{U}{U}Flying
Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/5 Kid Loki{U}Each creature you control that you've put one or more +1/+1 counters on this turn has hexproof.
Whenever you draw your second card each turn, put a +1/+1 counter on Kid Loki. 1/1 Leader, Super-Genius{2}{U}{U}If a creature you control would connive, instead you draw a card, then that creature connives.
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.) 1/3 Loki, God of Mischief{1}{U}Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. 2/1 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Ms. Marvel, Kamala Khan{2}{U}Reach, vigilance
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." 1/4 Multiversal Incursion{5}{U}{U}For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. Namor the Sub-Mariner{1}{U}{U}Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Pym Particles{U}Target creature gains vigilance until end of turn and can't be blocked this turn.
Draw a card. Rewrite History{2}{U}Whenever one or more creatures you control become tapped, draw a card, then discard a card and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, return up to two target instant and/or sorcery cards from your graveyard to your hand. Secret Invasion{1}{U}{U}Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward {2}. S.H.I.E.L.D. Deployment Drone{2}{U}Flying
When this creature enters, create a 1/1 white Soldier creature token. 2/2 S.H.I.E.L.D. Flying Car{2}{U}Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1 3/3 Shuri, Wakandan Inventor{1}{U}Artifact spells you cast cost {1} less to cast.
{1}, {T}: Target artifact you control becomes a copy of a second target artifact you control until end of turn, except it isn't legendary. Activate only as a sorcery. 2/1 Stature, Size Shifter{U}Stature can't be blocked if her power is 1 or less.
Power-up — {X}{U}{U}: Put X +1/+1 counters on Stature. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 1/1 Super Intelligence{U}Enchant creature
At the beginning of the upkeep of enchanted creature's controller, that player draws a card. Super Suit{1}{U}Flash
When this Equipment enters, attach it to target creature you control. Untap that creature.
Equipped creature gets +1/+2.
Equip {2} ({2}: Attach to target creature you control. Equip only as a sorcery.) Thirst for Knowledge{2}{U}Draw three cards. Then discard two cards unless you discard an artifact card. Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Counter target spell unless its controller pays {2}. Counter that spell unless its controller pays {4} instead if this spell was cast using teamwork. Wiccan, Rising Magician{4}{U}Flying
Whenever you cast a noncreature spell, exile another target nonland, nontoken permanent. Return that card to the battlefield under its owner's control at the beginning of the next end step. 4/4 The Wondrous Wasp{1}{U}Flash
Flying
Wasp's Sting — When The Wondrous Wasp enters, tap up to one target creature. It loses all abilities for as long as The Wondrous Wasp remains on the battlefield. 2/1 Agents of HYDRA{1}{B}When this creature dies, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 1/1 Arnim Zola, Bio-Fanatic{2}{B}{3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.) 2/3 Baron Helmut Zemo{B}{B}{B}Whenever you cast a black spell from your hand, Baron Helmut Zemo connives.
Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) 3/3 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Black Widow, Super Spy{1}{B}Menace
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Construct a Cosmic Cube{2}{B}Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) Crossbones, Malicious Mercenary{3}{B}Deathtouch
Whenever another Villain you control enters, put a +1/+1 counter on Crossbones. He deals 2 damage to each opponent. This ability triggers only once each turn. 3/3 Cruel Alliance{2}{B}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 target creature with mana value 3 or less. If this spell was cast using teamwork, instead exile target creature and you gain 3 life. Dark Deed{1}{B}Target creature gets -4/-4 until end of turn. Decoy Ploy{1}{B}Choose one or both —
• Return target Villain card from your graveyard to your hand.
• Return target Hero card from your graveyard to your hand. Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Doom Reigns Supreme{1}{B}Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Grim Reaper, Lethal Legionnaire{3}{B}Whenever Grim Reaper attacks, you may pay {3}{B}. When you do, return target creature card from your graveyard to the battlefield tapped and attacking with a finality counter on it. (If a creature with a finality counter on it would die, exile it instead.) 3/4 Hour of Defeat{3}{B}Destroy target creature. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) HYDRA Infiltration{3}{B}When this enchantment enters, target opponent discards two cards.
Whenever a creature you control attacks alone, target opponent loses 1 life and you gain 1 life. HYDRA Troopers{2}{B}When this creature enters, create a tapped 2/1 black Villain creature token with menace if there are two or more creature cards in your graveyard. Otherwise, mill two cards. (Put the top two cards of your library into your graveyard.) 3/2 Kingpin's Enforcers{2}{B}Lifelink
{2}{B}, Sacrifice an artifact or creature: Draw a card. 2/3 Klaw, Sonic Subjugator{2}{B}Sonic Attack — When Klaw enters, target player reveals a number of cards from their hand equal to one plus the number of creature cards in your graveyard. You choose one of them. That player discards that card. 2/2 Madame Masque{4}{B}When Madame Masque enters, she connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 3/2 The Masters of Evil{5}{B}Other Villains you control get +2/+1.
{1}{B}, Discard this card: Search your library for a Plan card, reveal it, put it into your hand, then shuffle. 5/6 M.O.D.O.K.{3}{B}{B}Flying, lifelink
Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Designed Only for Killing — Creatures your opponents control get -1/-1. 2/2 Moonstone, Harsh Mistress{3}{B}Flying
Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card. 2/4 Ninja of the Hand{2}{B}Deathtouch
Power-up — {4}{B}: Each opponent discards a card. Put a +1/+1 counter on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/2 Project Deathlok Soldier{B}{2}{B}: Return this card from your graveyard to your hand. 1/2 Red Room Recruit{1}{B}When this creature enters, 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 Robot Domination{3}{B}Whenever one or more creature cards are put into your graveyard from anywhere, you draw a card, lose 1 life, and put a plan counter on this enchantment.
When the third plan counter is put on this enchantment, sacrifice it and create three 2/2 colorless Robot Villain artifact creature tokens. Ronin, Shadow Stalker{2}{B}Pay 2 life: Add two mana of any one color. Spend this mana only to cast Equipment spells or activate equip abilities. Activate only once each turn.
{T}, Sacrifice an Equipment attached to Ronin: Target creature gets -4/-4 until end of turn. Activate only as a sorcery. 3/3 Roxxon Brutes{4}{B}Menace (This creature can't be blocked except by two or more creatures.)
Whenever you draw your second card each turn, put a +1/+1 counter on 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.) 4/4 Stolen Stark Tech{1}{B}Flash
When this Equipment enters, attach it to target creature you control. That creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
Equipped creature gets +1/+0.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Super-Skrull{1}{B}{B}{B}Flying
{2}{W}: Create a 0/4 colorless Wall creature token with defender.
{3}{G}: Super-Skrull gets +4/+4 until end of turn.
{4}{R}: Super-Skrull deals 4 damage to target creature.
{5}{U}: Target player draws four cards. 4/5 Swordsman, Sharp Scoundrel{1}{B}Whenever another Villain you control enters, attach up to one target Equipment you control to target creature you control.
Whenever an equipped creature you control attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Thunderbolts Conspiracy{3}{B}Flash
Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) Too Evil to Stay Dead{2}{B}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose target creature card in your graveyard with mana value 4 or less. If this spell was cast using teamwork, instead choose target creature card in your graveyard. Return the chosen card to the battlefield. Unliving Legionnaire{3}{B}Flying
Power-up — {5}{B}{B}: Return up to one target creature card from your graveyard to your hand. Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/2 Visions of Villainy{2}{B}This spell costs {1} less to cast if you control a Villain.
You draw two cards and lose 2 life. Whiplash, Vengeful Engineer{B}Whiplash enters tapped.
Whenever Whiplash attacks, if he's equipped, each opponent loses X life and you gain X life, where X is the number of Equipment attached to him. 2/2 Widow's Bite{1}{B}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.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Target creature gains deathtouch until end of turn.
• Target creature gets -2/-2 until end of turn. Yellowjacket, Heartless Marauder{1}{B}Flying
Whenever another Villain you control enters, Yellowjacket gets +1/+0 and gains lifelink until end of turn. 1/2 Avengers Disassembled{1}{R}{R}Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. 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 Death to Our Enemies{2}{R}Whenever you cast a noncreature spell, create a tapped Treasure token and put a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, it deals 7 damage divided as you choose among one or two targets. Evil's Thrall{2}{R}Gain control of target creature until end of turn. If you control a Villain with greater mana value than that creature, gain control of that creature until the end of your next turn instead. Untap that creature. It gains haste until end of turn. Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 Hawkeye, Young Avenger{3}{R}Reach
If a source you control would deal noncombat damage to an opponent or a permanent an opponent controls, instead it deals that much damage plus X, where X is Hawkeye's power. 2/4 Hawkeye's Bow{R}Equipped creature gets +1/+0 and has reach.
Whenever equipped creature becomes tapped, it deals 1 damage to each opponent.
Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.) Hex Magic{2}{R}Exile all the cards from your hand, then draw that many cards. Until the end of your next turn, you may play cards exiled this way. Hire a Crew{2}{R}Create a 2/1 black Villain creature token with menace, then creatures you control get +1/+0 until end of turn. (A creature with menace can't be blocked except by two or more creatures.) HULK SMASH!{1}{R}Teamwork 4 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 4 or more.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 HYDRA Assault Robot{1}{R}Whenever another Villain and/or artifact you control enters, this creature deals 1 damage to target opponent. 1/3 Iron Fist, Living Weapon{2}{R}Whenever you cast a spell that targets a creature you control, Iron Fist gains "{T}: Iron Fist deals damage equal to his power to any other target" until end of turn. 2/3 Jessica Jones, Private Eye{2}{R}{T}, Put a stun counter on Jessica Jones: Exile the top X cards of your library, where X is Jessica Jones's power. You may play those cards this turn. (If a permanent with a stun counter would become untapped, remove one from it instead.) 2/3 K'un-Lun Warrior{1}{R}When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card. 2/2 Kree Sentinel{4}{R}Reach
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 5/5 Lightning Strike{1}{R}Lightning Strike deals 3 damage to any target. Loki Laufeyson{1}{R}{1}, {T}: When you next cast an instant or sorcery spell with mana value less than or equal to Loki's power this turn, copy that spell. You may choose new targets for the copy.
Power-up — {4}{R}: Put two +1/+1 counters on Loki. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Machinesmith Automaton{2}{R}Trample
Whenever another artifact you control enters, put a +1/+1 counter on this creature. 2/2 Misty Knight, Hero for Hire{1}{R}{2}, {T}, Discard a card: Draw a card for each card you've discarded this turn. 3/1 Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. Photon Blast Barrage{X}{R}{R}When you cast this spell, copy it X times. You may choose new targets for the copies.
Photon Blast Barrage deals 1 damage to target creature. Quicksilver, Brash Blur{R}If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Red Hulk{4}{R}{R}Reach, trample
Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. 6/7 Repulsor Blast{3}{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.)
Repulsor Blast deals 5 damage to target creature. If this spell was cast using teamwork, it also deals 2 damage to that creature's controller. The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Speed, Young Avenger{1}{R}Haste
Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. 2/2 Stark Industries Executive{R}{2}, {T}: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 1/2 Super Speed{R}Flash
Enchant creature
When this Aura enters, enchanted creature gains first strike until end of turn.
Enchanted creature gets +1/+0 and has haste. Team Tactics{1}{R}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 gains double strike until end of turn. If this spell was cast using teamwork, that creature also gains trample until end of turn. Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Truck Toss{2}{R}{R}This spell costs {2} less to cast if you control a Vehicle.
Truck Toss deals 4 damage to any target. Vision of Love{1}{R}You may sacrifice an artifact or discard a card. If you do, draw two cards. Volcanic Villain{2}{R}Haste
Power-up — {5}{R}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 3/2 Wonder Man, Hollywood Hero{3}{R}{R}Flying
Each power-up ability of permanents you control can be activated an additional time.
Power-up — {5}{R}{R}: Put two +1/+1 counters on Wonder Man. (Activate each power-up ability only . . . once? Reduce the cost by his mana cost if he entered this turn.) 4/4 Ant-Man's Army{2}{G}When this creature enters, create a Food token or a Treasure token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." A Treasure token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") 3/2 Call Damage Control{1}{G}Choose up to two. Return those cards from your graveyard to your hand.
• Target artifact card.
• Target creature card.
• Target enchantment card.
• Target land card. Claim the Kingdom{1}{G}Landfall — Whenever a land you control enters, put a +1/+1 counter on target creature you control and a plan counter on this enchantment.
When the fourth plan counter is put on this enchantment, sacrifice it. When you do, put an indestructible counter on target creature you control. Doc Samson, Super Psychiatrist{4}{G}If you would put one or more counters on a permanent you control, put that many plus one of each of those kinds of counters on that permanent instead.
{T}: Add X mana of any one color, where X is Doc Samson's power. 3/6 Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Epic Fight{2}{G}Choose one or both —
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls. Giant Growth{G}Target creature gets +3/+3 until end of turn. Go Nuts!{G}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.)
Choose one. If this spell was cast using teamwork, choose both instead.
• Put a +1/+1 counter on target creature.
• Target creature you control fights target creature an opponent controls. Guerrilla Gorilla{1}{G}Reach
Sacrifice this creature: Destroy target noncreature artifact or noncreature enchantment. Activate only as a sorcery. 2/2 Hellcat, Undying Vigilante{G}{G}Haste
When Hellcat dies, return her to the battlefield under her owner's control with a +1/+1 counter on her. She loses all abilities and gains haste. 2/2 Hercules, Prince of Power{2}{G}Power-up — {4}{G}: Put a +1/+1 counter on Hercules. He gains vigilance, indestructible, and haste 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 Heroic Feast{2}{G}When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them. Hulkling, Burgeoning Bruiser{2}{G}Vigilance
Whenever another creature you control enters, if it has greater power or toughness than Hulkling, put a +1/+1 counter on Hulkling. 2/3 Ka-Zar of the Savage Land{4}{G}You may look at the top card of your library any time.
You may play lands from the top of your library.
When Ka-Zar enters, create Zabu, a legendary 2/2 green Cat creature token with "Landfall — Whenever a land you control enters, put a +1/+1 counter on Zabu." 3/2 Knight of Wundagore{1}{G}Trample
Whenever you put a +1/+1 counter on another creature, put a +1/+1 counter on this creature. This ability triggers only once each turn. 2/1 Mister Hyde, Monster Within{2}{G}At the beginning of your upkeep, choose one —
• Put a +1/+1 counter on Mister Hyde.
• Remove a counter from a creature you control. If you do, draw a card. 2/2 Mole Man, Moloid Master{2}{G}You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." 1/1 Pet Avengers{3}{G}Reach
Power-up — {6}{G}: Put a +1/+1 counter on this creature and create a 3/2 white Hero creature token with vigilance. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 4/4 Powerful Broker{2}{G}{T}: For each kind of counter on target permanent or player, give that permanent or player another counter of that kind. Activate only as a sorcery. 3/3 Punishing Punch{2}{G}This spell costs {2} less to cast if there are two or more creature cards in your graveyard.
Target creature you control deals damage equal to twice its power to target creature an opponent controls. Rapid Rescue{G}Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.) Reptil, Dinomorpher{G}Brontosaurus — {3}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 3/5 and gains reach and vigilance.
Tyrannosaurus Rex — {6}: Until end of turn, Reptil becomes a Dinosaur Hero with base power and toughness 6/6 and gains trample. 1/2 Restorative Technique{2}{G}Target player gains 2 life, then searches their library for a basic land card, puts it onto the battlefield tapped, then shuffles. Put a +1/+1 counter on up to one target creature. Rick Jones, Destined Sidekick{G}{3}, {T}: Mill four cards. You may put a Hero or enchantment card from among those cards into your hand. (To mill four cards, put the top four cards of your library into your graveyard.) 0/3 Savage Land Dinosaur{4}{G}{G}Trample
Basic landcycling {2} ({2}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.) 7/6 Serpent Specialist{G}Deathtouch
Power-up — {3}{G}: Put two +1/+1 counters on this creature. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 1/1 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 She-Hulk, Jade Defender{3}{G}Reach, trample
Power-up — {4}{G}{G}: Destroy up to one target artifact or enchantment. Put a +1/+1 counter on She-Hulk. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 4/4 Super Strength{4}{G}Enchant creature
Enchanted creature gets +4/+4 and has trample and ward {1}. (Whenever enchanted creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) The Thing, Ben Grimm{5}{G}Trample
Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. 7/7 Tigra, Feline Fury{1}{G}Flash
Trample
Whenever you gain life, put a +1/+1 counter on Tigra. 2/1 Training Regimen{3}{G}Creatures you control with +1/+1 counters on them have trample.
At the beginning of combat on your turn, put a +1/+1 counter on target creature you control. The Unbeatable Squirrel Girl{1}{G}{G}{G}Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token.
I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. 4/4 Undercover Skrull{1}{G}As long as there are two or more creature cards in your graveyard, this creature gets +2/+2 and is all creature types.
{T}: Add one mana of any color. 1/1 Wakandan Royal Guard{4}{G}Vigilance
When this creature enters, put a +1/+1 counter on target creature. If that creature is another Hero, put two +1/+1 counters on it instead. 4/4 White Tiger, Ava Ayala{1}{G}Power-up — {5}{G}: Put a +1/+1 counter on White Tiger and create The Tiger God, a legendary 4/4 green Cat God creature token with "The Tiger God can't be blocked by more than one creature." (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 World War Hulk{3}{G}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. Abomination, Terrifying Titan{3}{R/G}Trample
Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Absorbing Man{1}{G}{U}Vigilance
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. 4/4 Alien Invasion{1}{R}{R}{G}At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. Ant-Man, Colony Commander{1}{G}{U}Whenever Ant-Man attacks, you may pay {1}. When you do, put a +1/+1 counter on target creature.
Whenever you put a +1/+1 counter on a creature, create a 1/1 green Insect creature token. This ability triggers only once each turn. 2/2 Ares, God of War{1}{B}{R}Ares attacks each combat if able.
Whenever an attacking creature you control dies, return that card to its owner's hand. 4/3 Armor Wars{2}{U}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost {1} less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. The Astonishing Ant-Man{G}{U}Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. 1/1 Avengers: Under Siege{2}{B}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control. Beast, Erudite Aerialist{3}{G/U}As long as you've put one or more +1/+1 counters on Beast this turn, he has flying.
Whenever Beast deals combat damage to a player, draw a card. 3/3 Black Panther, Vanguard{2}{G}{W}Whenever another nontoken Hero you control enters, choose one —
• Create a 1/1 white Soldier creature token.
• Creatures you control get +1/+1 until end of turn. 4/4 Black Widow, Double Agent{1}{W}{B}Deathtouch
Whenever a creature you control attacks alone, it gains first strike and menace until end of turn. (It can't be blocked except by two or more creatures.) 3/2 Bullseye, Death Dealer{2}{B/R}When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
{3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. 2/3 Captain America, Living Legend{1}{W}{U}Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. 3/4 Cloak and Dagger, Entwined{1}{W}{B}Deathtouch, lifelink
When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. 2/2 The Coming of Galactus{2}{B}{B}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Destroy up to one target nonland permanent.
II, III — Each opponent loses 2 life.
IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Ghost, Spectral Saboteur{2}{U/B}Flash
Intangibility — Ghost can't be blocked. 2/2 Hulk, Gamma Goliath{3}{R}{G}Reach, trample
Power-up abilities of other creatures you control cost {3} less to activate.
Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 6/5 Iron Man, Master of Machines{2}{U}{R}Flying, vigilance
Iron Man gets +1/+0 for each other artifact you control.
Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card. 1/4 Kang, Temporal Tyrant{2}{U}{B}Whenever Kang 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 you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 3/4 Killmonger, Scourge of Wakanda{2}{B}{G}When Killmonger enters, you may sacrifice another creature. When you do, destroy target nonland permanent an opponent controls.
As long as there are two or more creature cards in your graveyard, Killmonger gets +2/+1. 3/3 King T'Challa // Black Panther, Hope Enduring{1}{W}{U}Flash
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 The Mighty Thor, Jane Foster{1}{W}{U}Flying
Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control.
Whenever an Equipment you control enters, draw a card. 3/3 Moon Girl and Devil Dinosaur{1}{G}{U}Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample.
Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. 2/2 The Ruinous Wrecking Crew{X}{B}{R}The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice. 2/2 Scientist Supreme of A.I.M.{U}{B}Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) 2/2 The Serpent Society{1}{B}{G}Deathtouch
Ward—Get five poison counters. (A player with ten or more poison counters loses the game.)
Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. 3/4 Speedball, New Warrior{2}{U/R}Whenever a player casts a spell that targets Speedball, he gets +2/+2 until end of turn. You may choose new targets for that spell. 2/2 Spider-Man, To the Rescue{2}{G/W}Flash
Reach, vigilance
No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 3/2 Spider-Woman, Secret Agent{3}{W/U}Flash
When Spider-Woman enters, tap target creature an opponent controls. That creature can't become untapped for as long as you control Spider-Woman. 1/4 Storm, Windrider{1}{G}{W}{W}Flying
Creatures with flying can't attack you or block creatures you control.
Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. 4/4 The Super Hero Civil War{3}{R}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield.
II — Creatures you control get +1/+1 and gain vigilance until end of turn.
III — Target creature you control fights up to one other target creature. Taskmaster, Mercenary Mimic{2}{U}{B}Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. 3/5 Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Thor Odinson{3}{R}{W}Flying, vigilance, prowess, prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn twice.) 4/4 Titania, Rugged Rumbler{2}{B/G}As an additional cost to cast this spell, discard a card or pay {2}.
Ward—Discard a card or pay {2}. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player discards a card or pays {2}.) 5/5 U.S.Agent, John Walker{3}{W/B}When U.S.Agent enters, create a colorless Equipment artifact token named Sturdy Shield with "Equipped creature gets +1/+2" and equip {2}. Attach it to U.S.Agent. 3/2 Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. War Machine, Legacy of Iron{2}{R/W}Flying
At the beginning of combat on your turn, another target creature you control gets +X/+0 until end of turn, where X is War Machine's power. 1/3 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. A.I.M. Synthoids{2}When this creature enters, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.) 1/3 Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Dependable Quinjet{3}Flying
{T}: Add one mana of any color.
Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) 3/3 H.E.R.B.I.E. Scout Unit{4}Flying
When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped. 2/1 Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} S.H.I.E.L.D. Helicarrier{4}Flying
When this Vehicle enters, create two 1/1 white Soldier creature tokens.
Crew 6 (Tap any number of creatures you control with total power 6 or more: This Vehicle becomes an artifact creature until end of turn.) 4/5 Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Ultron Drone{3}Power-up — {6}: Put two +1/+1 counters on this creature and create a 2/2 colorless Robot Villain artifact creature token. (Activate each power-up ability only once. Reduce the cost by its mana cost if it entered this turn.) 2/3 Vibranium Energy Daggers{1}Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +2/+2.
Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.) The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Viv Vision, Teen Synthezoid{3}Flying
Cybernetic Senses — Whenever Viv Vision attacks, draw a card if her power is 4 or greater.
Power-up — {7}: Put two +1/+1 counters on Viv Vision. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 2/2 A.I.M. LabsThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {B}. Asgardian CitadelThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {W}. Avengers HangarThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {U}. Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Birnin Zana PlazaThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {W}. Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Fisk TowerThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {W} or {B}. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Hell's KitchenThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {R}. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Los Diablos Missile BaseThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {R} or {G}. Pym TechnologiesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {G} or {U}. Stark IndustriesThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {U} or {R}. Subterranean CavernThis land enters tapped.
When this land enters, you gain 1 life.
{T}: Add {B} or {G}. Surveillance RoomWhen this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
{T}: Add {C}.
{1}, {T}: Add one mana of any color. Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain 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.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Origin of the Avengers{1}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Scry 2.
II — You may put a Hero creature card with mana value 3 or less from your hand onto the battlefield. If you don't, draw a card.
III — Put a +1/+1 counter on each creature you control. Super-Soldier Serum{1}{W}Enchant creature
Enchanted creature gets +2/+2, has first strike and vigilance, and is a legendary Soldier in addition to its other types.
Whenever enchanted creature attacks or blocks, attach any number of target Equipment you control to it. Multiversal Incursion{5}{U}{U}For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary. Secret Invasion{1}{U}{U}Enchant creature you control
When this Aura enters, exile up to one target creature other than enchanted creature until this Aura leaves the battlefield. Enchanted creature becomes a copy of that creature until this Aura leaves the battlefield.
Enchanted creature has ward {2}. Avengers Disassembled{1}{R}{R}Choose one or both —
• Avengers Disassembled deals 3 damage to each creature.
• Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield tapped, then shuffle. Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. World War Hulk{3}{G}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — The next red or green creature spell you cast this turn can be cast without paying its mana cost.
II — Put three +1/+1 counters on target creature you control.
III — Choose target creature you control. Until end of turn, double its power and toughness and it gains trample. Armor Wars{2}{U}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — You may draw a card for each artifact you control. If you do, each opponent draws a card.
II — Artifact spells you cast this turn cost {1} less to cast.
III — This Saga deals X damage to target opponent, where X is the greatest mana value among artifacts you control. Avengers: Under Siege{2}{B}{R}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Create two 2/1 black Villain creature tokens with menace.
II — This Saga deals 2 damage to each non-Villain creature and each opponent.
III — Create a Treasure token for each Villain you control. The Coming of Galactus{2}{B}{B}{G}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)
I — Destroy up to one target nonland permanent.
II, III — Each opponent loses 2 life.
IV — Create Galactus, a legendary 16/16 black Elder Alien creature token with flying, trample, and "Whenever Galactus attacks, destroy target land." The Super Hero Civil War{3}{R}{W}(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Gain control of up to two target creatures with total mana value 6 or less for as long as this Saga remains on the battlefield.
II — Creatures you control get +1/+1 and gain vigilance until end of turn.
III — Target creature you control fights up to one other target creature. Vision Quest{X}{U}{R}Search your library and/or graveyard for an artifact creature card with mana value X or less and put it onto the battlefield with X additional +1/+1 counters on it. If X is 4 or greater, it gains haste until end of turn. If you search your library this way, shuffle. Arc Reactor{5}Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
This artifact enters tapped.
{T}: Add {C}{C}{C}. Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. The Ten Rings{8}Your maximum hand size is ten.
At the beginning of your end step, if you have fewer than ten cards in hand, draw cards equal to the difference. Nick Fury, Agent of S.H.I.E.L.D.{W}Power-up — {W}{U}{B}{R}{G}: Put two +1/+1 counters on Nick Fury, then look at the top seven cards of your library. You may put a Hero, Equipment, or Vehicle card from among them onto the battlefield. If it's a double-faced card, you may transform it. Put the rest on the bottom of your library in a random order. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/1 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America's Shield{2}Indestructible
Equipped creature gets +0/+8 and has vigilance.
Whenever equipped creature attacks, tap target creature defending player controls.
Equip {2} Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 Arnim Zola, Bio-Fanatic{2}{B}{3}, {T}: Create a tapped 2/1 black Villain creature token with menace. Activate only if there are two or more creature cards in your graveyard. (It can't be blocked except by two or more creatures.) 2/3 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Human Torch, Johnny Storm{2}{R}Flying
Whenever you draw a card, if you control another Hero, Human Torch deals 1 damage to target opponent.
Power-up — {6}{R}: Put three +1/+1 counters on Human Torch. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 2/2 The Thing, Ben Grimm{5}{G}Trample
Whenever one or more Heroes you control deal damage to a player, put two +1/+1 counters on The Thing. 7/7 Invisible Woman, Sue Storm{4}{W}Lifelink
Whenever you put one or more +1/+1 counters on one or more other Heroes you control, you may create a 0/4 colorless Wall creature token with defender. 2/5 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Bullseye, Death Dealer{2}{B/R}When Bullseye enters, you may sacrifice an artifact or discard a nonland card. When you do, Bullseye deals 2 damage to any target.
{3}, {T}, Sacrifice an artifact or discard a nonland card: Bullseye deals 2 damage to any target. 2/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 The Kingpin of Crime{1}{W}{B}Extort (Whenever you cast a spell, you may pay {W/B}. If you do, each opponent loses 1 life and you gain that much life.)
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Jennifer Walters // The Sensational She-Hulk{1}{W}Your opponents can't cast spells during your turn.
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
Enrage — Whenever Red Hulk is dealt damage, put a +1/+1 counter on him. When you do, he deals damage equal to the number of +1/+1 counters on him to any other target. 6/7 Leader, Super-Genius{2}{U}{U}If a creature you control would connive, instead you draw a card, then that creature connives.
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.) 1/3 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Choose one. If this spell was cast using teamwork, choose both instead.
• Destroy target noncreature artifact.
• Target creature you control deals damage equal to its power to target creature an opponent controls. Abomination, Terrifying Titan{3}{R/G}Trample
Power-up — {5}{R/G}{R/G}: Put a +1/+1 counter on Abomination. He fights up to one target creature an opponent controls. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/4 Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Spider-Man, To the Rescue{2}{G/W}Flash
Reach, vigilance
No One Dies! — When Spider-Man enters, you may tap him. When you do, another target nonattacking creature you control gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) 3/2 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Cosmic Cube{5}Ward {2}
Whenever you attack, look at the top six cards of your library. You may cast a spell from among them with mana value less than or equal to the greatest power among attacking creatures you control without paying its mana cost. Put the rest on the bottom of your library in a random order. Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Mjölnir, Hammer of Thor{3}{R}When Mjölnir enters, it deals 4 damage to up to one target creature.
Double all damage equipped creature would deal.
Equip worthy {1} (A creature is worthy if it's a legendary non-Villain that's red and/or white.)
{2}{R}, Discard this card: It deals 2 damage to each creature. Blazing Crescendo{1}{R}Target creature gets +3/+1 until end of turn.
Exile the top card of your library. Until the end of your next turn, you may play that card. Avengers Assemble!{4}{W}Flash
Heroes you control get +2/+2.
At the beginning of each end step, if you attacked with a Hero this turn or a Hero entered the battlefield under your control this turn, draw a card. Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Loki, God of Mischief{1}{U}Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn. 2/1 Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Monica Rambeau // Photon, Living Light{2}{R}{W}{W}Flying, hexproof, prowess
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Take Up the Shield{1}{W}Put a +1/+1 counter on target creature. It gains lifelink and indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
• Double target creature's power and toughness until end of turn.
• Target creature you control fights target creature an opponent controls. Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Captain America, Wings of Freedom{2}{W}Flying, first strike, ward {1}
Whenever Captain America attacks, each other Hero you control gets +X/+X until end of turn, where X is Captain America's toughness. 3/1 Captain Marvel, Earth's Protector{3}{W}{W}Flash
Flying, lifelink
Power-up — {5}{W}{W}: Put a +1/+1 counter and an indestructible counter on Captain Marvel. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.) 5/4 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Whenever you cast a noncreature spell, put a +1/+1 counter on each other creature you control. 4/4
{2}{R}{W}{W}: Transform Monica Rambeau. Activate only as a sorcery. 3/3
When The Sentry enters, target opponent creates The Void, a legendary 5/5 black Horror Villain creature token with flying, indestructible, and "The Void attacks each combat if able." 5/5 Bruce Banner // The Incredible Hulk{U}{X}{X}, {T}: Draw X cards. Activate only as a sorcery.
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
Flying
Noncreature spells you cast have improvise. 3/4 Ms. Marvel, Kamala Khan{2}{U}Reach, vigilance
You have no maximum hand size.
Embiggen Fist — Whenever you cast a spell that targets a creature you control, draw a card. Until end of turn, Ms. Marvel gains "Ms. Marvel's base power is equal to the number of cards in your hand." 1/4 Namor the Sub-Mariner{1}{U}{U}Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Tony Stark // The Invincible Iron Man{1}{U}{1}, {T}: 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.
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Hawkeye, Master Marksman{1}{R}Reach, first strike
Trick Arrows — Whenever Hawkeye becomes tapped, you may pay {1} up to three times. When you do, choose up to that many —
• Net — Target creature can't block this turn.
• Explosive — Hawkeye deals 2 damage to target player.
• Boomerang — Discard a card, then draw a card. 2/2 The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Thor, God of Thunder{3}{R}{R}Flying
When Thor enters, exile target Equipment, instant, or sorcery card from your graveyard. Until the end of your next turn, you may play that card.
Whenever you cast a noncreature spell, Thor deals damage equal to that spell's mana value to any target. 5/5 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 The Unbeatable Squirrel Girl{1}{G}{G}{G}Do You Like Squirrels? — Whenever The Unbeatable Squirrel Girl enters or attacks, create a 1/1 green Squirrel creature token.
I LOVE Squirrels! — {1}{G}{G}{G}: Create X 1/1 green Squirrel creature tokens, where X is the number of Squirrels you control. 4/4 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Whenever you attack, you may pay 2 life. If you do, until end of turn, creatures you control with toughness greater than their power assign combat damage equal to their toughness rather than their power. 1/5 Storm, Windrider{1}{G}{W}{W}Flying
Creatures with flying can't attack you or block creatures you control.
Whenever you cast a spell that targets one or more creatures, those creatures gain flying until end of turn. 4/4 Thanos, the Mad Titan{R}{W}{B}Deathtouch, lifelink
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Winter Soldier, Icy Assassin{W}{B}Vigilance, menace
Winter Soldier gets +2/+0 for each Equipment attached to him.
{3}{W}{B}: Return this card from your graveyard to the battlefield with a finality counter on him. Then you may attach an Equipment you control to him. (If a creature with a finality counter on it would die, exile it instead.) 2/2 Wolverine, Fierce Fighter{2}{R}{G}Haste
When Wolverine enters, he fights up to one other target creature.
If damage would be dealt to Wolverine, instead that damage is dealt, but all other damage already dealt to him is healed. 3/5 The Vision{4}Flying, vigilance
Whenever you cast a noncreature spell, choose one that hasn't been chosen this turn —
• Solar Beam — The Vision gains double strike until end of turn.
• Density Control — The Vision gains indestructible until end of turn.
• Technopathy — Draw a card. 2/5 Dark Fortress{T}: Add {C}.
{T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land. Gathering Place{T}: Add {C}.
{T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land. Gleaming Bastion{T}: Add {C}.
{T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land. Hidden Lair{T}: Add {C}.
{T}: Add {U} or {B}. Activate only if this land entered this turn or if you control a basic land. Training Compound{T}: Add {C}.
{T}: Add {R} or {G}. Activate only if this land entered this turn or if you control a basic land. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. The Mind Stone{1}{W}Indestructible
{T}: Add {W}.
{5}{W}, {T}: Harness The Mind Stone. (Once harnessed, its ∞ ability is active.)
∞ — At the beginning of your end step, exile up to one other target nonland permanent you control, then return that card to the battlefield under its owner's control. Captain America, Super-Soldier{1}{W}{W}First strike
Captain America enters with a shield counter on him. (If he would be dealt damage or destroyed, remove a shield counter from him instead.)
As long as Captain America has a shield counter on him, you and other Heroes you control have hexproof. 3/2 Jennifer Walters // The Sensational She-Hulk{3}{G}{W}{W}Reach, trample
Your opponents can't cast spells during your turn.
Whenever a creature you control is dealt damage, you may have The Sensational She-Hulk deal that much damage to any target. Do this only once each turn. 6/6
{3}{G}{W}{W}: Transform Jennifer Walters. Activate only as a sorcery. 2/3
Enrage — Whenever The Incredible Hulk is dealt damage, put a +1/+1 counter on him. If he's attacking, untap him and there is an additional combat phase after this phase. 8/8
{2}{R}{R}{G}{G}: Transform Bruce Banner. Activate only as a sorcery. 1/1
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens. */4 Tony Stark // The Invincible Iron Man{4}{U}{R}Flying, haste
At the beginning of combat on your turn, you may put an artifact card from your hand onto the battlefield. If it's an Equipment, attach it to The Invincible Iron Man. 5/5
{4}{U}{R}: Transform Tony Stark. Activate only as a sorcery. 1/3
Whenever Black Widow deals combat damage to a player, that player exiles cards from the top of their library until they exile a nonland card. You may put a +1/+1 counter on Black Widow. If you don't, you may cast the exiled nonland card until end of turn and mana of any type can be spent to cast that spell. 2/1 Doctor Doom{4}{B}{B}When Doctor Doom enters, create two 3/3 colorless Robot Villain artifact creature tokens named Doombot.
As long as you control an artifact creature or a Plan, Doctor Doom has indestructible.
At the beginning of your end step, you draw a card and lose 1 life. 3/3 Elektra, Daughter of the Hand{2}{B}{B}Sneak {1}{B}{B} (You may cast this spell for {1}{B}{B} if you also return an unblocked attacker you control to hand during the declare blockers step. She enters tapped and attacking.)
When Elektra enters, destroy target creature an opponent controls with power 3 or less. 3/3 Shang-Chi, Master of Kung Fu{1}{G}You may activate abilities of creatures you control as though those creatures had haste.
{T}: Add two mana of any one color. Spend this mana only to activate abilities of creature sources. 2/2 The Astonishing Ant-Man{G}{U}Whenever you draw a card, put a +1/+1 counter on The Astonishing Ant-Man.
{2}{G}, {T}, Remove any number of +1/+1 counters from The Astonishing Ant-Man: Create that many 1/1 green Insect creature tokens. 1/1 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 King T'Challa // Black Panther, Hope Enduring{4}{W}{U}Flash
Double strike
Prevent all damage that would be dealt to Black Panther.
Whenever Black Panther deals combat damage to a player, draw a card. 3/3
Whenever a player draws their second card each turn, you draw a card.
{4}{W}{U}: Transform King T'Challa. Activate only as a sorcery. 3/2
Power-up — {C}{W}{U}{B}{R}{G}: Put two +1/+1 counters on Thanos. Choose odd or even. Destroy each other creature with mana value of the chosen quality. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn. Zero is even.) 4/4 Ultron, Artificial Malevolence{3}Whenever another nontoken artifact you control enters, you may pay {2}. If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types. 2/4 Agent Phil Coulson{1}{W}Vigilance
{T}: Put a +1/+1 counter on each other Hero you control. 2/2 Kang the Conqueror{2}{U}{U}Flying
Power-up — {5}{U}{U}{U}: Put a +1/+1 counter on Kang. Take an extra turn after this one. During that turn, power-up abilities can't be activated. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 4/5 S.H.I.E.L.D. Flying Car{2}{U}Flash
Flying
When this Vehicle enters, exile up to one target creature you control. Return that card to the battlefield under its owner's control at the beginning of the next end step.
Crew 1 3/3 Baron Helmut Zemo{B}{B}{B}Whenever you cast a black spell from your hand, Baron Helmut Zemo connives.
Boast — Exile any number of black cards from your graveyard with fifteen or more black mana symbols among their mana costs: Copy those exiled cards. You may cast up to three of the copies without paying their mana costs. (Activate only if this creature attacked this turn and only once each turn.) 3/3 Construct a Cosmic Cube{2}{B}Whenever you draw your second card each turn, create a 2/1 black Villain creature token with menace and put a plan counter on this enchantment.
When the seventh plan counter is put on this enchantment, sacrifice it. When you do, you control target opponent during their next turn. (You see all cards that player could see and make all decisions for them.) Doom Reigns Supreme{1}{B}Whenever a Villain you control enters, each opponent loses 1 life and you gain 1 life. Put a plan counter on this enchantment.
When the fifth plan counter is put on this enchantment, sacrifice it. When you do, target opponent exiles the top five cards of their library. You may cast up to two spells from among the exiled cards without paying their mana costs. M.O.D.O.K.{3}{B}{B}Flying, lifelink
Mental Organism — Pay 3 life: M.O.D.O.K. connives. Activate only during your turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)
Designed Only for Killing — Creatures your opponents control get -1/-1. 2/2 Super-Skrull{1}{B}{B}{B}Flying
{2}{W}: Create a 0/4 colorless Wall creature token with defender.
{3}{G}: Super-Skrull gets +4/+4 until end of turn.
{4}{R}: Super-Skrull deals 4 damage to target creature.
{5}{U}: Target player draws four cards. 4/5 Thunderbolts Conspiracy{3}{B}Flash
Whenever a Villain you control dies, return it to the battlefield under its owner's control with a finality counter on it. That creature is a Hero in addition to its other types. (If a creature with a finality counter on it would die, exile it instead.) Fin Fang Foom{2}{R}{R}Flying
Whenever you cast an instant or sorcery spell that targets an artifact or land, copy that spell. You may choose new targets for the copy. Put two +1/+1 counters on Fin Fang Foom. 3/5 Quicksilver, Brash Blur{R}If Quicksilver, Brash Blur is in your opening hand, you may begin the game with him on the battlefield.
Haste
Power-up — {4}{R}: Put a +1/+1 counter and a double strike counter on Quicksilver. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.) 1/1 Earth's Mightiest Heroes{4}{G}{G}Teamwork 5 (As an additional cost to cast this spell, you may tap any number of creatures you control with total power 5 or more.)
Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. If this spell was cast using teamwork, put any number of creature cards from among them onto the battlefield instead. Put the rest into your graveyard. Heroic Feast{2}{G}When this enchantment enters, create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you gain life, choose up to that many target creatures you control. Put a +1/+1 counter on each of them. Mole Man, Moloid Master{2}{G}You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card." 1/1 Absorbing Man{1}{G}{U}Vigilance
At the beginning of your first main phase, until your next turn, Absorbing Man becomes a copy of up to one target artifact, non-Aura enchantment, or land, except his name is Absorbing Man, he's a legendary 4/4 Human Villain creature in addition to his other types, and he has vigilance. 4/4 Alien Invasion{1}{R}{R}{G}At the beginning of combat on your turn, create a 1/1 red Alien creature token with haste and "This token attacks each combat if able." Put a +1/+1 counter on it for each invasion counter on this enchantment, then put an invasion counter on this enchantment. Ares, God of War{1}{B}{R}Ares attacks each combat if able.
Whenever an attacking creature you control dies, return that card to its owner's hand. 4/3 Cloak and Dagger, Entwined{1}{W}{B}Deathtouch, lifelink
When Cloak and Dagger enter, choose target opponent and up to one target creature they control. They reveal their hand. You may exile a nonland card from their hand or the chosen creature until Cloak and Dagger leave the battlefield. 2/2 The Mighty Thor, Jane Foster{1}{W}{U}Flying
Whenever The Mighty Thor attacks, exile up to one target nontoken artifact or creature, then return that card to the battlefield tapped under its owner's control.
Whenever an Equipment you control enters, draw a card. 3/3 Moon Girl and Devil Dinosaur{1}{G}{U}Whenever you draw your second card each turn, until end of turn, Moon Girl and Devil Dinosaur's base power and toughness become 6/6 and they gain trample.
Whenever an artifact you control enters, draw a card. This ability triggers only once each turn. 2/2 The Ruinous Wrecking Crew{X}{B}{R}The Ruinous Wrecking Crew enters with X +1/+1 counters on it.
When The Ruinous Wrecking Crew enters, choose up to X —
• Discard a card, then draw a card.
• Target opponent loses 2 life.
• Destroy target token.
• Each player sacrifices a creature of their choice. 2/2 Scientist Supreme of A.I.M.{U}{B}Pay 2 life: Copy target activated or triggered ability you control from an artifact source. You may choose new targets for the copy. Activate only during your turn and only once each turn. (Mana abilities can't be targeted.) 2/2 The Serpent Society{1}{B}{G}Deathtouch
Ward—Get five poison counters. (A player with ten or more poison counters loses the game.)
Whenever another creature you control with deathtouch dies, each opponent sacrifices a nontoken creature of their choice. 3/4 Taskmaster, Mercenary Mimic{2}{U}{B}Photographic Reflexes — At the beginning of your first main phase, until your next turn, Taskmaster becomes a copy of up to one target creature on the battlefield or creature card in a graveyard, except his name is Taskmaster, Mercenary Mimic and he's a legendary Human Mercenary Villain creature. 3/5 Worlds Within Worlds{5}{G}{U}Exile all creatures. Each player may put any number of creature cards from their hand onto the battlefield. Then put all cards exiled this way into their owners' hands. Exile Worlds Within Worlds. Iron Man Armor{3}When this Equipment enters, attach it to target creature you control.
Equipped creature gets +2/+1 and has flying.
{2}: If this Equipment isn't a creature, it becomes a 0/0 Construct Hero artifact creature with flying and "This creature gets +1/+1 for each artifact you control" until end of turn.
Equip {2} Super-Adaptoid{2}Super-Adaptoid's power is equal to the number of legendary creatures you control.
Whenever Super-Adaptoid enters or attacks, choose another target creature. If that creature has haste and Super-Adaptoid doesn't, put a haste counter on Super-Adaptoid. Do the same for flying, first strike, double strike, deathtouch, indestructible, lifelink, menace, reach, trample, and vigilance. */2 Castle Doom{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast an artifact spell.
{3}, {T}, Sacrifice an artifact: Create a 3/3 colorless Robot Villain artifact creature token named Doombot. Activate only as a sorcery. The Scarlet Witch{2}{R}Instant and sorcery spells you cast with mana value 4 or greater cost {X} less to cast, where X is The Scarlet Witch's power. 2/3 Daredevil, Man Without Fear{2}{R}{W}Vigilance, haste
Radar Sense — You may look at the top card of your library any time.
Whenever you attack, you may exile the top card of your library. If that card is a Hero card, Daredevil gets +2/+1 until end of turn. You may play that card this turn. 3/4 Plains({T}: Add {W}.) Plains({T}: Add {W}.) Island({T}: Add {U}.) Island({T}: Add {U}.) Swamp({T}: Add {B}.) Swamp({T}: Add {B}.) Mountain({T}: Add {R}.) Mountain({T}: Add {R}.) Forest({T}: Add {G}.) Forest({T}: Add {G}.) Captain Mar-Vell, Space-Born{4}{W}Flying, vigilance
Cosmic Awareness — As long as an opponent has cast a spell this turn, you may cast spells as though they had flash. 4/4 Patriot, Shield Wielder{1}{W}{2}, {T}: Another target creature you control gets +2/+0 and gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.) 2/2 Mister Fantastic, Reed Richards{3}{U}Reach
Whenever one or more tokens you control enter, you may draw a card. 2/4 Baron Strucker, HYDRA Overlord{2}{B}Villain spells you cast cost {1} less to cast.
Whenever another Villain you control enters, you may have it connive. Do this only once each turn. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.) 2/2 Moonstone, Harsh Mistress{3}{B}Flying
Whenever you discard a card, you may exile that card from your graveyard. If you do, until the end of your next turn, you may play that card. 2/4 Speed, Young Avenger{1}{R}Haste
Whenever you cast a noncreature spell, you may pay {1}. When you do, target creature with haste can't be blocked this turn except by creatures with haste. 2/2 Captain America, Living Legend{1}{W}{U}Vigilance
Whenever a creature you control becomes tapped during your turn, if it's the first time that creature has become tapped this turn, untap it. 3/4 Kang, Temporal Tyrant{2}{U}{B}Whenever Kang 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 you draw your second card each turn, each opponent loses 1 life and you gain 1 life. 3/4 Madame Hydra{2}{B}{R}Whenever you cast a Villain spell, create a 2/1 black Villain creature token with menace. (It can't be blocked except by two or more creatures.) 2/3 Avengers Tower{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Hero spell or to activate an ability of a Hero source.
{4}, {T}: Look at the top three cards of your library. You may reveal a Hero card from among them and put it into your hand. Put the rest on the bottom of your library in any order. Baxter Building{T}: Add {C}.
{4}, {T}: Add four mana in any combination of colors.
{4}, {T}: Draw a card. Activate only if you control a creature with toughness 4 or greater. Villainous Hideout{T}: Add {C}.
{T}: Add one mana of any color. Spend this mana only to cast a Villain spell or to activate an ability of a Villain source.
{3}, {T}: Target Villain 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.)
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