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  1. 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 Mana Value 3 Power 2 Toughness Legendary Creature — Human Soldier Hero mythic Marvel Super Heroes
  2. 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.)

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Villain uncommon Marvel Super Heroes
  3. 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.)

    1 Mana Value 2 Power 1 Toughness Legendary Creature — Human Spy Hero rare Marvel Super Heroes
  4. Cosmic Cube Magic Cards

    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.

    5 Mana Value Artifact mythic Marvel Super Heroes
  5. (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.

    5 Mana Value Enchantment — Saga rare Marvel Super Heroes
  6. (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."

    5 Mana Value Enchantment — Saga mythic Marvel Super Heroes
  7. (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.

    4 Mana Value Enchantment — Saga rare Marvel Super Heroes
  8. Armor Wars Magic Cards

    (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.

    4 Mana Value Enchantment — Saga rare Marvel Super Heroes
  9. World War Hulk Magic Cards

    (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.

    5 Mana Value Enchantment — Saga rare Marvel Super Heroes
  10. 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.

    4 Mana Value Legendary Artifact — Equipment mythic Marvel Super Heroes
  11. 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.

    3 Mana Value Sorcery rare Marvel Super Heroes
  12. Secret Invasion Magic Cards

    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}.

    3 Mana Value Enchantment — Aura rare Marvel Super Heroes
  13. For each nontoken creature you control, create a token that's a copy of that creature, except it isn't legendary.

    7 Mana Value Sorcery mythic Marvel Super Heroes
  14. 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.

    2 Mana Value Enchantment — Aura rare Marvel Super Heroes
  15. (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.

    2 Mana Value Enchantment — Saga rare Marvel Super Heroes
  16. 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.

    5 Mana Value Enchantment mythic Marvel Super Heroes
  17. {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.)

    0 Mana Value Land uncommon Marvel Super Heroes
  18. Gleaming Bastion Magic Cards

    {T}: Add {C}. {T}: Add {W} or {U}. Activate only if this land entered this turn or if you control a basic land.

    0 Mana Value Land rare Marvel Super Heroes
  19. Gathering Place Magic Cards

    {T}: Add {C}. {T}: Add {G} or {W}. Activate only if this land entered this turn or if you control a basic land.

    0 Mana Value Land rare Marvel Super Heroes
  20. Dark Fortress Magic Cards

    {T}: Add {C}. {T}: Add {B} or {R}. Activate only if this land entered this turn or if you control a basic land.

    0 Mana Value Land rare Marvel Super Heroes