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  1. 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 Mana Value 2 Power 1 Toughness Legendary Creature — Human Artificer He… uncommon Marvel Super Heroes
  2. Flying When this creature enters, create a 1/1 white Soldier creature token.

    3 Mana Value 2 Power 2 Toughness Artifact Creature — Robot common Marvel Super Heroes
  3. 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
  4. Rewrite History Magic Cards

    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.

    3 Mana Value Enchantment — Plan uncommon Marvel Super Heroes
  5. 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.

    3 Mana Value 4 Toughness Legendary Creature — Mutant Merfolk Vil… mythic Marvel Super Heroes
  6. 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
  7. 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."

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Mutant Inhuman Hero rare Marvel Super Heroes
  8. Reach Whenever one or more tokens you control enter, you may draw a card.

    4 Mana Value 2 Power 4 Toughness Legendary Creature — Human Scientist He… uncommon Marvel Super Heroes
  9. Whenever a player or permanent becomes the target of an ability you control, draw a card. This ability triggers only once each turn.

    2 Mana Value 2 Power 1 Toughness Legendary Creature — God Sorcerer Villa… rare Marvel Super Heroes
  10. 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.)

    4 Mana Value 1 Power 3 Toughness Legendary Creature — Gamma Scientist Vi… rare Marvel Super Heroes
  11. 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 Mana Value 4 Power 5 Toughness Legendary Creature — Human Villain mythic Marvel Super Heroes
  12. 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.

    3 Mana Value 2 Power 2 Toughness Legendary Creature — Mutant Hero uncommon Marvel Super Heroes
  13. I Am Iron Man Magic Cards

    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.

    3 Mana Value Instant common Marvel Super Heroes
  14. Hydraulic Helper Magic Cards

    Defender {T}: Add {U}. This mana can't be spent to cast a nonartifact spell.

    2 Mana Value 2 Power 3 Toughness Artifact Creature — Robot common Marvel Super Heroes
  15. 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.)

    2 Mana Value Artifact — Equipment uncommon Marvel Super Heroes
  16. 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.)

    5 Mana Value 3 Power 4 Toughness Legendary Creature — Human Hero uncommon Marvel Super Heroes
  17. 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.)

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Human Hero uncommon Marvel Super Heroes
  18. Depower Magic Cards

    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.

    3 Mana Value Instant common Marvel Super Heroes
  19. {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 Mana Value 1 Power 1 Toughness Legendary Creature — Human Scientist He… mythic Marvel Super Heroes
  20. Bold Biochemist Magic Cards

    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.)

    2 Mana Value 1 Power 3 Toughness Creature — Human Scientist common Marvel Super Heroes