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  1. Trample Whenever another artifact you control enters, put a +1/+1 counter on this creature.

    3 Mana Value 2 Power 2 Toughness Artifact Creature — Robot Villain common Marvel Super Heroes
  2. Kree Sentinel Magic Cards

    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 Mana Value 5 Power 5 Toughness Artifact Creature — Kree Robot Villain common Marvel Super Heroes
  3. K'un-Lun Warrior Magic Cards

    When this creature enters, you may sacrifice an artifact or discard a card. If you do, draw a card.

    2 Mana Value 2 Power 2 Toughness Creature — Human Warrior Hero common Marvel Super Heroes
  4. 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.

    3 Mana Value 2 Power 3 Toughness Legendary Creature — Human Warrior Hero uncommon Marvel Super Heroes
  5. 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.)

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Human Hero uncommon Marvel Super Heroes
  6. Hawkeye's Bow Magic Cards

    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.)

    1 Mana Value Artifact — Equipment common Marvel Super Heroes
  7. 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 Mana Value 2 Power 2 Toughness Legendary Creature — Human Archer Hero rare Marvel Super Heroes
  8. Evil's Thrall Magic Cards

    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.

    3 Mana Value Sorcery uncommon Marvel Super Heroes
  9. 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.

    3 Mana Value Enchantment — Plan uncommon Marvel Super Heroes
  10. 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.

    4 Mana Value 3 Power 2 Toughness Artifact Creature — Human Villain common 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. This spell costs {1} less to cast if you control a Villain. You draw two cards and lose 2 life.

    3 Mana Value Instant common Marvel Super Heroes
  13. 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.)

    4 Mana Value Enchantment rare Marvel Super Heroes
  14. 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 Mana Value 2 Power 2 Toughness Legendary Creature — Human Hero Villain uncommon Marvel Super Heroes
  15. Super-Skrull Magic Cards

    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 Mana Value 4 Power 5 Toughness Legendary Creature — Skrull Shapeshifte… rare Marvel Super Heroes
  16. 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.)

    2 Mana Value Artifact — Equipment common Marvel Super Heroes
  17. Roxxon Brutes Magic Cards

    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.)

    5 Mana Value 4 Power 4 Toughness Creature — Human Berserker Villain common Marvel Super Heroes
  18. 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 Mana Value 3 Power 3 Toughness Legendary Creature — Human Rogue Hero uncommon Marvel Super Heroes
  19. Robot Domination Magic Cards

    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.

    4 Mana Value Enchantment — Plan uncommon Marvel Super Heroes
  20. 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.)

    3 Mana Value 2 Power 2 Toughness Creature — Human Ninja Villain common Marvel Super Heroes