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  1. This land enters tapped unless you control a Swamp or a Mountain. {T}: Add {B} or {R}.

    0 Mana Value Land rare Marvel Super Heroes Commander
  2. Clifftop Retreat Magic Cards

    This land enters tapped unless you control a Mountain or a Plains. {T}: Add {R} or {W}.

    0 Mana Value Land rare Marvel Super Heroes Commander
  3. Canyon Slough Magic Cards

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

    0 Mana Value Land — Swamp Mountain rare Marvel Super Heroes Commander
  4. Flying Whenever a player casts a spell, if it isn't that player's turn, choose one — • Put a +1/+1 counter on Vision. • Vision phases out. (Treat him and anything attached to him as though they don't exist until your next turn.)

    4 Mana Value 3 Power 3 Toughness Legendary Artifact Creature — Robot Hero rare Marvel Super Heroes Commander
  5. Flash When this Equipment enters, attach it to target creature you control. Equipped creature gets +3/+0 and has trample and "Whenever this creature deals combat damage to a player, draw a card." Equip {3}

    4 Mana Value Artifact — Equipment rare Marvel Super Heroes Commander
  6. Trample Whenever this Vehicle enters or attacks, create a tapped Vibranium token. (It's an artifact with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {2}: This Vehicle gets +1/+0 until end of turn. Crew 2

    4 Mana Value 6 Power 6 Toughness Artifact — Vehicle rare Marvel Super Heroes Commander
  7. Flying, menace, trample When Tri-Sentinel enters, for each opponent, Tri-Sentinel deals 3 damage to up to one target creature that player controls. Unearth {7} ({7}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)

    7 Mana Value 7 Power 7 Toughness Legendary Artifact Creature — Robot Vil… rare Marvel Super Heroes Commander
  8. Trading Post Magic Cards

    {1}, {T}, Discard a card: You gain 4 life. {1}, {T}, Pay 1 life: Create a 0/1 white Goat creature token. {1}, {T}, Sacrifice a creature: Return target artifact card from your graveyard to your hand. {1}, {T}, Sacrifice an artifact: Draw a card.

    4 Mana Value Artifact rare Marvel Super Heroes Commander
  9. Tome of Legends Magic Cards

    This artifact enters with a page counter on it. Whenever your commander enters or attacks, put a page counter on this artifact. {1}, {T}, Remove a page counter from this artifact: Draw a card.

    2 Mana Value Artifact — Book rare Marvel Super Heroes Commander
  10. When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

    4 Mana Value 2 Power 2 Toughness Artifact Creature — Golem rare Marvel Super Heroes Commander
  11. When this artifact enters, create two tapped Vibranium tokens. (They're artifacts with indestructible and "{T}: Add {C}. This mana can't be spent to cast a nonartifact spell.") {6}, {T}: Return target artifact card from your graveyard to the battlefield with a finality counter on it. Activate only as a sorcery. (If a permanent with a finality counter on it would be put into a graveyard, exile it instead.)

    4 Mana Value Artifact rare Marvel Super Heroes Commander
  12. As this artifact enters, choose a creature type. {T}: Add one mana of any color. {T}: The next spell of the chosen type you cast this turn can be cast as though it had flash.

    3 Mana Value Artifact rare Marvel Super Heroes Commander
  13. Mind's Eye Magic Cards

    Whenever an opponent draws a card, you may pay {1}. If you do, draw a card.

    5 Mana Value Artifact rare Marvel Super Heroes Commander
  14. {2}, {T}: Exile target card from an opponent's graveyard. If it's a creature card, draw a card. At the beginning of your upkeep, if there are four or more creature cards exiled with this artifact, flip a coin. If you lose the flip, sacrifice this artifact and return a card exiled with it at random to its owner's hand.

    2 Mana Value Artifact rare Marvel Super Heroes Commander
  15. Flying, vigilance, haste Whenever this Vehicle deals combat damage to a player, look at the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you don't put it onto the battlefield, put it into your hand. Crew 3

    6 Mana Value 5 Power 7 Toughness Artifact — Vehicle rare Marvel Super Heroes Commander
  16. Mirage Mirror Magic Cards

    {2}: This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.

    3 Mana Value Artifact rare Marvel Super Heroes Commander
  17. Metallic Mimic Magic Cards

    As this creature enters, choose a creature type. This creature is the chosen type in addition to its other types. Each other creature you control of the chosen type enters with an additional +1/+1 counter on it.

    2 Mana Value 2 Power 1 Toughness Artifact Creature — Shapeshifter rare Marvel Super Heroes Commander
  18. Kimoyo Beads Magic Cards

    At the beginning of your end step, choose one that hasn't been chosen — • AV Bead — Draw a card. • Communication Bead — Create two 1/1 white Soldier creature tokens. • Prime Bead — You gain 3 life. Exile this artifact, then return it to the battlefield under its owner's control.

    4 Mana Value Artifact rare Marvel Super Heroes Commander
  19. Flying Whenever your commander deals combat damage to a player, put a +1/+1 counter on Jocasta. Whenever you attack with your commander, if this card is in your graveyard, you may return it to the battlefield tapped and attacking.

    3 Mana Value 2 Power 2 Toughness Legendary Artifact Creature — Robot Hero rare Marvel Super Heroes Commander
  20. Helm of the Host Magic Cards

    At the beginning of combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip {5}

    4 Mana Value Legendary Artifact — Equipment rare Marvel Super Heroes Commander