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  1. Glacial Fortress Magic Cards

    This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

    0 Mana Value Land rare Marvel Super Heroes Commander
  2. Foreboding Ruins Magic Cards

    As this land enters, you may reveal a Swamp or Mountain card from your hand. If you don't, this land enters tapped. {T}: Add {B} or {R}.

    0 Mana Value Land rare Marvel Super Heroes Commander
  3. Exotic Orchard Magic Cards

    {T}: Add one mana of any color that a land an opponent controls could produce.

    0 Mana Value Land rare Marvel Super Heroes Commander
  4. Coastal Peak Magic Cards

    ({T}: Add {U} or {R}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)

    0 Mana Value Land — Island Mountain rare Marvel Super Heroes Commander
  5. Hero's Blade Magic Cards

    Equipped creature gets +3/+2. Whenever a legendary creature you control enters, you may attach this Equipment to it. Equip {4} ({4}: Attach to target creature you control. Equip only as a sorcery.)

    2 Mana Value Artifact — Equipment uncommon Marvel Super Heroes Commander
  6. Whenever you cast a noncreature spell, draw a card.

    4 Mana Value Enchantment rare Marvel Super Heroes Commander
  7. Whenever a creature you control enters, it explores. (Reveal the top card of your library. Put that card into your hand if it's a land. Otherwise, put a +1/+1 counter on the creature, then put the card back or put it into your graveyard.)

    4 Mana Value Enchantment rare Marvel Super Heroes Commander
  8. Nature's Lore Magic Cards

    Search your library for a Forest card, put that card onto the battlefield, then shuffle.

    2 Mana Value Sorcery common Marvel Super Heroes Commander
  9. Greater Good Magic Cards

    Sacrifice a creature: Draw cards equal to the sacrificed creature's power, then discard three cards.

    4 Mana Value Enchantment rare Marvel Super Heroes Commander
  10. Farseek Magic Cards

    Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.

    2 Mana Value Sorcery common Marvel Super Heroes Commander
  11. Trample Whenever you cast a spell with mana value 4 or greater, you may exile the top card of your library. If you do, you may play that card until you exile another card with this creature.

    3 Mana Value 3 Power 3 Toughness Creature — Human Rogue Villain uncommon Marvel Super Heroes Commander
  12. Chaos Warp Magic Cards

    The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

    3 Mana Value Instant rare Marvel Super Heroes Commander
  13. Whenever a creature you control deals combat damage to a player, you may draw a card. Cycling {2} ({2}, Discard this card: Draw a card.)

    4 Mana Value Enchantment uncommon Marvel Super Heroes Commander
  14. As this enchantment enters, choose a creature type. Whenever a creature you control of the chosen type enters or attacks, draw a card.

    5 Mana Value Enchantment rare Marvel Super Heroes Commander
  15. You may have Chameleon enter as a copy of a creature you control, except his name is Chameleon, Master of Disguise. Mayhem {2}{U} (You may cast this card from your graveyard for {2}{U} if you discarded it this turn. Timing rules still apply.)

    4 Mana Value 2 Power 3 Toughness Legendary Creature — Human Shapeshifter… uncommon Marvel Super Heroes Commander
  16. Path to Exile Magic Cards

    Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.

    1 Mana Value Instant uncommon Marvel Super Heroes Commander
  17. Monologue Tax Magic Cards

    Whenever an opponent casts their second spell each turn, you create a Treasure token.

    3 Mana Value Enchantment rare Marvel Super Heroes Commander
  18. Destroy target artifact or creature. Its controller creates a 2/2 white Ox creature token.

    2 Mana Value Instant uncommon Marvel Super Heroes Commander
  19. Trample Whenever you cast an artifact spell with mana value 4 or greater, put a +1/+1 counter on each creature you control.

    2 Mana Value 2 Power 2 Toughness Legendary Creature — Human Warrior Hero rare Marvel Super Heroes Commander
  20. At the beginning of combat on your turn, if you've cast a noncreature spell this turn, discover 6. (Exile cards from the top of your library until you exile a nonland card with mana value 6 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

    6 Mana Value 6 Power 6 Toughness Legendary Creature — Mutant Hero rare Marvel Super Heroes Commander