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  1. Flash Flying When Silver Surfer enters, exile any number of other target permanents you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step. If a land enters this way, it enters tapped.

    6 Mana Value 5 Power 5 Toughness Legendary Creature — Alien Hero rare Marvel Super Heroes Commander
  2. Shipwreck Patrol Magic Cards

    When this creature enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

    4 Mana Value 3 Power 3 Toughness Creature — Merfolk Warrior common Marvel Super Heroes Commander
  3. Reach You have no maximum hand size. The first time you would draw a card each turn except the first card you draw during each of your draw steps, you draw four cards instead.

    6 Mana Value 2 Power 4 Toughness Legendary Creature — Human Scientist He… rare Marvel Super Heroes Commander
  4. Pharaoh Rama-Tut Magic Cards

    Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) Whenever you cast a noncreature spell, Pharaoh Rama-Tut connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)

    5 Mana Value 4 Power 4 Toughness Legendary Creature — Human Noble Villain uncommon Marvel Super Heroes Commander
  5. (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Tap up to one target creature. It doesn't untap during its controller's untap step for as long as this Saga remains on the battlefield. II — Draw two cards. III — You may put an artifact card with mana value 5 or less from your hand onto the battlefield.

    5 Mana Value Enchantment — Saga uncommon Marvel Super Heroes Commander
  6. Flying Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)

    3 Mana Value 2 Power 3 Toughness Legendary Creature — Mutant Merfolk Hero uncommon Marvel Super Heroes Commander
  7. Flying Each other Merfolk you control with a +1/+1 counter on it has flying. 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.)

    5 Mana Value 4 Power 4 Toughness Legendary Creature — Mutant Merfolk Vil… rare Marvel Super Heroes Commander
  8. At the beginning of your end step, if you discarded a card this turn, create a 3/3 blue Illusion Villain creature token.

    3 Mana Value Enchantment rare Marvel Super Heroes Commander
  9. Create a token that's a copy of target creature you control, except it isn't legendary. Flashback {5}{U}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    4 Mana Value Sorcery uncommon Marvel Super Heroes Commander
  10. This creature gets +1/+0 for each other Illusion you control. When this creature dies, draw a card.

    2 Mana Value 1 Power 3 Toughness Creature — Illusion Villain uncommon Marvel Super Heroes Commander
  11. Flying Whenever you cast an artifact spell, you may copy it, except the copy isn't legendary. Do this only once each turn. (The copy becomes a token.)

    5 Mana Value 3 Power 5 Toughness Legendary Artifact Creature — Human Hero rare Marvel Super Heroes Commander
  12. Impossible Man Magic Cards

    Flying {2}{U}: Impossible Man becomes a copy of another target permanent until end of turn, except his name is Impossible Man.

    3 Mana Value 1 Power 4 Toughness Legendary Creature — Alien Shapeshifter uncommon Marvel Super Heroes Commander
  13. {T}: Add {U} for each card you've drawn this turn. Spend this mana only to cast noncreature spells. Power-up — {5}{U}{U}: Each player shuffles their hand and graveyard into their library, then draws seven cards. Put a +1/+1 counter on Immortus. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)

    4 Mana Value 2 Power 2 Toughness Legendary Creature — Human Hero Villain mythic Marvel Super Heroes Commander
  14. Flying Drone Magic Cards

    Flying, vigilance {1}{U}, {T}: Draw a card, then discard a card. This ability costs {1}{U} less to activate if another creature with flying entered the battlefield under your control this turn.

    2 Mana Value 1 Power 2 Toughness Artifact Creature — Robot Scout common Marvel Super Heroes Commander
  15. Fantastic Bounce Magic Cards

    This spell costs {2} less to cast if it targets a tapped creature. Return target nonland permanent to its owner's hand. Draw a card.

    4 Mana Value Sorcery common Marvel Super Heroes Commander
  16. Counter target spell. 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 Mana Value Instant common Marvel Super Heroes Commander
  17. Whenever you draw your second card each turn, create a 1/1 blue Merfolk creature token. {U}, {T}: Target Merfolk can't be blocked this turn.

    2 Mana Value 2 Power 1 Toughness Creature — Merfolk Noble uncommon Marvel Super Heroes Commander
  18. Collector's Case Magic Cards

    When this artifact enters, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) {3}{U}, {T}: Tap target creature.

    2 Mana Value Artifact common Marvel Super Heroes Commander
  19. Whenever this creature attacks, it connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on this creature.)

    2 Mana Value 1 Power 2 Toughness Creature — Merfolk Rogue uncommon Marvel Super Heroes Commander
  20. Wall Off Magic Cards

    This spell costs {1} less to cast for each creature your opponents control. Create a 0/4 colorless Wall creature token with defender. You gain 4 life.

    4 Mana Value Instant common Marvel Super Heroes Commander